Search - unlock crystalline synthesis human base
This post is a collection of a lot of ideas and features I think need to be added. Some of these have been requested by other people but I am putting it all in a big collection and explaining how it would work together. I will be working on this post for a few days so expect to see edits adding new ideas. I will make the textures, with help from a friend, if this post becomes popular enough. Considering the amount of ideas here, this will take a while. I understand all this could be an unrealistic amount of additions but I am doing my best to make it reuse all of the existing code to the fullest. Thank you for still reading, a lot of people would have left by now!.
Please tell me what you think of all my ideas!
The first part of my ideas is a new planet type: Geyser World. I already made a post on it but I will go more in depth here:
Planet Details:
Buildable Rovers at Start(UE):
-Lunar Rover
-Rover
Starting Rovers(UE)
-Lunar Rover
-Rover
Non-Buildable Buildings:
Small Water Pump
Small Solar Panel
Starting Atmosphere: 10 million
Resources Contained(numbers are for medium world):
Ore deposits(around 7)
Regolith deposits(around 5)
Steam Vents(around 10)
Rock Fissures(around 20)
New Resources (items):
-Boiling Water: Looks a lot like water
-Mineral Water: Looks like water but with little spots in it.
New Vehicles:
-Heat Resistant Waterbot: Collects boiling water from boiling water deposits.
Cost: ore: 100 steel: 2 wheel: 6
Tech Required: Geyser World Base, Human Base.
-Treated Waterbot:
-Heat Resistant Waterbot: Collects mineral water from mineral water deposits.
Cost: ore: 1000 steel: 20 wheel: 6
Tech Required:Basic Mineral Resistance.
New Tech:
-Basic Mineral Resistance:
Cost: 20 steel
Prerequisites: Geyser World Base, Human Base
Unlocks: Tiny Mineral Extractor
-Mineral Resistance:
Cost: 25 research
Prerequisites: Basic Mineral Resistance
Unlocks: Small Mineral Extractor
-Thermodynamics:
Cost: 500 research
Prerequisites: Geyser World Base, Human Base, Mineral Resistance
Unlocks: Thermoelectric Generator, Advanced Water Condenser
New Resource tiles:
-Steam Vent(1x1): Just a tile that exists. Looks like a crack in the ground, has a puff of steam coming out. Counts as another kind of terrain, kind of like salt water or lava. Damages rovers and buildings nearby, similar to lava. Will not spread. Contains no resources.
-Rock Fissure(1x1): Just a tile that exists. Looks like a crack in the ground with obsidian inside Counts as another kind of terrain, kind of like salt water or lava. Damages rovers and buildings nearby, similar to lava. Will not spread. Contains no resources.
New Buildings:
-Water Condenser(1x1): Built on steam vents.
Power Used:2
Resource Production: Twice as much water as small water pump.
Tech Required: Geyser World Base, Human Base
Build Cost:500 ore, 20 steel, 1 gold
Built By: Builder Bot
Upgrades to: Advanced Water Condenser
-Tiny Thermoelectric Generator(1x1): Built on steam vents.
Power Generated: 2
Tech Required: Geyser World Base, Human Base
Build Cost: 200 ore, 200 regolith
Upgrades to: thermoelectric generator
-Thermoelectric Generator(1x1): Built on steam vents.
Power Generated: 5
Tech Required: Thermodynamics
Build Cost: 2000 ore, 250 steel, 5 gold
-Advanced Water Condenser(1x1): Built on steam vents.
Power Used:5
Resource Production: Six times as much water as small water pump.
Tech Required: Thermodynamics, Advanced Construction
Build Cost:5000 ore, 200 steel, 100 gold, 50 aluminum
Built By: Advanced Builder Bot
-Tiny Water Conditioner(1x1): Built on normal terrain.
Power Used:2
Resource Production: Turns boiling water into water, same amount as the water produced by a small water pump
Tech Required: Geyser World Base, Human Base
Build Cost:500 ore, 20 steel
Built By: Builder Bot
-Small Water Conditioner(1x1): Built on normal terrain.
Power Used:5
Resource Production: Turns boiling water into water, same amount as six small water pumps
Tech Required: Thermodynamics, Advanced Construction
Build Cost:2500 ore, 50 steel, 10 gold, 2 aluminum
Built By: Advanced Builder Bot
-Tiny Mineral Extractor:
Power Used:5
Workers:1
Resource Production:Turns mineral water into a very small amount of gold.
-Small Mineral Extractor:
Power Used:5
Workers:1
Resource Production:Turns mineral water into a very small amount of gold.
The second part of my ideas is another new planet type: Soaring Cliffs. It is a similar idea to the water world but will play differently. It goes great with the avian race idea below.
Planet Details:
Buildable Rovers at Start(UE):
-Rover
-forest rover
Starting Rovers(UE)
-Rover
-forest rover
Buildable Workers at Start(Zolarg):all
Non-Buildable Buildings: none
Starting Atmosphere:5 million
Resources Contained(numbers are for medium world):
Ore deposits(around 5)
Fir Trees(a lot, similar to forest world)
Cliff Face(replaces large drops that are adjacent to land)
Large Drop(generated similar to water on the water world)
New Resources (items):
-Krypton Gas: Think Helium-3 but its Krypton
New Tech:
-Rare Animal Zoology:
Cost: 20000 research
Prerequisites: low atmospheric zoology, 5 mil atmosphere
New Buildings:
-Mountain Goat Pen(2x2):
Build Cost:200 wood, 20 ore
Built By: Forest Rover, Greenbot.
Resource Production: Wool 10/Minute
Required Tech: Human Base OR Avian Base, Soaring Cliffs Base OR Rare Animal Zoology, 5 mil atmosphere
-Weaver's House(1x1):
Build Cost:200 wood, 20 ore, 10 wool
Built By: Forest Rover, Greenbot, lumberbot.
Resource Production: Wool 10/Minute
Required Tech: Human Base OR Avian Base 5 mil atmosphere
-Rope Bridge(1x1):Built over water, salt water, ether, gas deposits(see next suggestion) or air.
Build Cost:20 wood, 10 ore, 2 cloth
Built By: Rover, Avian Rover, Forest Rover, Avian Forest Rover, Builder Bot
Required Tech: Human Base OR Avian Base, 5 mil atmosphere
-Rope Bridge NS(1x1):Built over water, salt water, ether, gas deposits(see next suggestion) or air.
Build Cost:20 wood, 10 ore, 2 cloth
Built By: Rover, Avian Rover, Forest Rover, Avian Forest Rover, Builder Bot
Required Tech: Human Base OR Avian Base, 5 mil atmosphere
-Rope Bridge Anchor(1x1):Built on land and cliff faces. Just a decorative road to go along with the rope bridge.
Build Cost:20 wood, 10 ore, 2 cloth
Built By: Rover, Avian Rover, Forest Rover, Avian Forest Rover, Builder Bot
Required Tech: Human Base OR Avian Base, 5 mil atmosphere
The third part of my ideas is yet another new planet type: Gas Giant. The Progression would be based around floating helium balloons due to how easy it is to float in a planet with a very dense atmosphere.
Planet Details:
Buildable Rovers at Start(UE,LIS):
-Balloon Rover
Starting Rovers(UE,LIS):
-Balloon Rover
Custom Lander(UE,LIS):
-Balloon Lander
Non-Buildable Buildings: none
Starting Atmosphere:500 billion
Resources Contained(numbers are for medium world):
Regolith deposits(around 5)
Gas Deposit(contains infinite xenon, covers most of the world. Generates like water in water world but even more frequent.)
New Vehicles:
-Ballon Rover: Works similar to a lunar rover but can fly over buildings.
Cost: ore: 100 helium:20 wheel: 6
Tech Required: Geyser World Base, Human Base.
Can Build:Tiny helium-3 condenser, helium-3 condenser, helium compactor, regolith compactor, storage tank, suspended storage tank, regolith crusher.
-Ballon Builder Bot: Works like a normal builder bot but can fly over buildings
Cost: ore:100 wheel:6 helium:50
Tech Required: Geyser World Base, Human Base
-Small Builder Zeppelin: Works like a normal advanced builder bot but can fly on gas deposits.
Cost: ore:1000 wheel:6
Tech Required: Geyser World Base, Human Base, advanced small scale construction
-Balloon Lander Airborne: Airborne version of balloon lander. Can land on gas deposits or normal land.
New Resources (items):
-Xenon Gas: Think Helium-3 but its Xenon
New Buildings:
-Balloon Lander(1x1): Can be built on Gas Deposits or on normal land.
Power Produced:2
Housing: 2 colonists
Can Build: Balloon Rover.
-Tiny Helium-3 Condenser:(1x1):
Power Used:1
Build cost: Regolith 20
Resource Production: Turns atmosphere to helium-3 at a quarter of the rate of a helium-3 extractor.
-Helium-3 Condenser:(1x1):
Power Used:1
Build cost: ore 20
Resource Production: Turns atmosphere to helium-3 at the rate of a helium-3 extractor.
-Helium Compactor:(1x1):
Power Used:1
Build cost: regolith 20 helium-3 20
Resource Production: Turns helium-3 into a small amount of regolith
-Storage Tank(1x1):
Storage: Ore 1000 Regolith 2000 Helium-3 500 food 100 water 100
Build Cost: Ore 100 Helium-3 25
-Suspended Storage Tank(1x1): Built on Gas Deposits
Storage: Ore 1000 Regolith 2000 Helium-3 750 food 100 water 100
Build Cost: Ore 150 Helium-3 100
-Floating Helium-3 Condenser(1x1): Built on Gas Deposits. Looks like a water condenser but white and with a balloon on top.
Power Used:1
Resource Production: Turns atmosphere to helium-3 at the rate of a helium-3 extractor.
The fourth part of my ideas is a new race: Avians. These part people part birds have close ties with united earth, and use many similar technologies. Some of the items here are from the soaring cliffs idea listed above gas giants.
Avian Tech:
Low atmospheric zoology and rare animal zoology they can unlock the same way as humans.
New Resources (items):
-Feather: Used to make some flying vehicles.
-Bird Steel: A lightweight yet strong metal used in more advanced flying vehicles.
New Vehicles:
-Avian Rover: Works like a normal rover but can fly over buildings and terrain features, similar to the airborne lander.
Cost: ore: 5 wheel: 6 Feather: 6
Tech Required: Avian Base
Can Build: Small solar panel, small vehicle factory, small water pump, greenhouse.
-Avian Forest Rover: Works like a normal forest rover but can fly over buildings and terrain features, similar to the airborne lander.
Cost: wood: 40 wheel: 6 Feather: 6
Tech Required: Avian Base
Can Build: Fir Trees, Charcoal Hut, Wood Hut, Goat Pen, Chicken Coop, Water Well
-Avian Builder Bot: Works like a normal builder bot but can fly over buildings and terrain features, similar to the airborne lander.
Cost: ore: 15 wheel: 6 Feather: 6
Tech Required: Avian Base
Can Build: everything the builder bot can
-Avian Constructor: Builds some unique avian builds/
Cost: ore: 150 wheel: 8 gold:20 Feather: 6
Tech Required: Avian Base
Can Build: everything the builder bot can
Avian Lander Airborne: Airborne version of Avian Lander.
New Buildings:
-Avian Lander(1x1): Similar to the normal UE lander, the lander the Avians start with.
Power Produced:2
Housing: 2 colonists
Can Build: rover, forest rover, Avian rover, avian forest rover.
-Chicken Coop(2x2):
Description: "Avians like Chickens a lot, so they keep them as pets. Many think that avians evolved from chickens, although the more plausible theory is that they actually evolved from a white variant ravens."
Resource Production:Feather 10/minute
Cost: Wood:200 Ore:20
Built By: Forest Rover, Avian Forest rover
Requirements:Avian Base, 5 mil atmosphere
-Enclosed Chicken Coop(2x2): An enclosed version of the chicken coop
Resource Production:Feather 10/minute
Cost: Ore:2000, steel 250, gold 100
Built By: Builder Bot, Avian Builder Bot
Requirements:Avian Base or rare animal zoology, low atmospheric zoology
-Avian Solar Panel(1x1): A version of the normal solar panel that can be placed in the air or on land.
Power Production: 8
Cost: Ore:250, steel 10, feather 10
Built By: Buildr Bot, Avian Builder Bot
Requirements:Avian Base
-Wind Generator(1x1): A passive generator that must be built in the air.
Power Production: 12
Cost: Ore:250, steel 20,gold 10, feather 20
Built By: Avian Builder Bot
Requirements:Avian Base
Some WIP textures are below, along with a few pictures of what this would look like in-game:
Soaring Cliffs as Avian Race:
Gas Giant with United Earth:
Textures(WIP):
I'm making a texture pack with the textures if anyone's interested.
Cliff Terrain:
Cliff Face:
Air:
Gas Deposit:
Please tell me what you think of all my ideas!
The first part of my ideas is a new planet type: Geyser World. I already made a post on it but I will go more in depth here:
Planet Details:
Buildable Rovers at Start(UE):
-Lunar Rover
-Rover
Starting Rovers(UE)
-Lunar Rover
-Rover
Non-Buildable Buildings:
Small Water Pump
Small Solar Panel
Starting Atmosphere: 10 million
Resources Contained(numbers are for medium world):
Ore deposits(around 7)
Regolith deposits(around 5)
Steam Vents(around 10)
Rock Fissures(around 20)
New Resources (items):
-Boiling Water: Looks a lot like water
-Mineral Water: Looks like water but with little spots in it.
New Vehicles:
-Heat Resistant Waterbot: Collects boiling water from boiling water deposits.
Cost: ore: 100 steel: 2 wheel: 6
Tech Required: Geyser World Base, Human Base.
-Treated Waterbot:
-Heat Resistant Waterbot: Collects mineral water from mineral water deposits.
Cost: ore: 1000 steel: 20 wheel: 6
Tech Required:Basic Mineral Resistance.
New Tech:
-Basic Mineral Resistance:
Cost: 20 steel
Prerequisites: Geyser World Base, Human Base
Unlocks: Tiny Mineral Extractor
-Mineral Resistance:
Cost: 25 research
Prerequisites: Basic Mineral Resistance
Unlocks: Small Mineral Extractor
-Thermodynamics:
Cost: 500 research
Prerequisites: Geyser World Base, Human Base, Mineral Resistance
Unlocks: Thermoelectric Generator, Advanced Water Condenser
New Resource tiles:
-Steam Vent(1x1): Just a tile that exists. Looks like a crack in the ground, has a puff of steam coming out. Counts as another kind of terrain, kind of like salt water or lava. Damages rovers and buildings nearby, similar to lava. Will not spread. Contains no resources.
-Rock Fissure(1x1): Just a tile that exists. Looks like a crack in the ground with obsidian inside Counts as another kind of terrain, kind of like salt water or lava. Damages rovers and buildings nearby, similar to lava. Will not spread. Contains no resources.
New Buildings:
-Water Condenser(1x1): Built on steam vents.
Power Used:2
Resource Production: Twice as much water as small water pump.
Tech Required: Geyser World Base, Human Base
Build Cost:500 ore, 20 steel, 1 gold
Built By: Builder Bot
Upgrades to: Advanced Water Condenser
-Tiny Thermoelectric Generator(1x1): Built on steam vents.
Power Generated: 2
Tech Required: Geyser World Base, Human Base
Build Cost: 200 ore, 200 regolith
Upgrades to: thermoelectric generator
-Thermoelectric Generator(1x1): Built on steam vents.
Power Generated: 5
Tech Required: Thermodynamics
Build Cost: 2000 ore, 250 steel, 5 gold
-Advanced Water Condenser(1x1): Built on steam vents.
Power Used:5
Resource Production: Six times as much water as small water pump.
Tech Required: Thermodynamics, Advanced Construction
Build Cost:5000 ore, 200 steel, 100 gold, 50 aluminum
Built By: Advanced Builder Bot
-Tiny Water Conditioner(1x1): Built on normal terrain.
Power Used:2
Resource Production: Turns boiling water into water, same amount as the water produced by a small water pump
Tech Required: Geyser World Base, Human Base
Build Cost:500 ore, 20 steel
Built By: Builder Bot
-Small Water Conditioner(1x1): Built on normal terrain.
Power Used:5
Resource Production: Turns boiling water into water, same amount as six small water pumps
Tech Required: Thermodynamics, Advanced Construction
Build Cost:2500 ore, 50 steel, 10 gold, 2 aluminum
Built By: Advanced Builder Bot
-Tiny Mineral Extractor:
Power Used:5
Workers:1
Resource Production:Turns mineral water into a very small amount of gold.
-Small Mineral Extractor:
Power Used:5
Workers:1
Resource Production:Turns mineral water into a very small amount of gold.
The second part of my ideas is another new planet type: Soaring Cliffs. It is a similar idea to the water world but will play differently. It goes great with the avian race idea below.
Planet Details:
Buildable Rovers at Start(UE):
-Rover
-forest rover
Starting Rovers(UE)
-Rover
-forest rover
Buildable Workers at Start(Zolarg):all
Non-Buildable Buildings: none
Starting Atmosphere:5 million
Resources Contained(numbers are for medium world):
Ore deposits(around 5)
Fir Trees(a lot, similar to forest world)
Cliff Face(replaces large drops that are adjacent to land)
Large Drop(generated similar to water on the water world)
New Resources (items):
-Krypton Gas: Think Helium-3 but its Krypton
New Tech:
-Rare Animal Zoology:
Cost: 20000 research
Prerequisites: low atmospheric zoology, 5 mil atmosphere
New Buildings:
-Mountain Goat Pen(2x2):
Build Cost:200 wood, 20 ore
Built By: Forest Rover, Greenbot.
Resource Production: Wool 10/Minute
Required Tech: Human Base OR Avian Base, Soaring Cliffs Base OR Rare Animal Zoology, 5 mil atmosphere
-Weaver's House(1x1):
Build Cost:200 wood, 20 ore, 10 wool
Built By: Forest Rover, Greenbot, lumberbot.
Resource Production: Wool 10/Minute
Required Tech: Human Base OR Avian Base 5 mil atmosphere
-Rope Bridge(1x1):Built over water, salt water, ether, gas deposits(see next suggestion) or air.
Build Cost:20 wood, 10 ore, 2 cloth
Built By: Rover, Avian Rover, Forest Rover, Avian Forest Rover, Builder Bot
Required Tech: Human Base OR Avian Base, 5 mil atmosphere
-Rope Bridge NS(1x1):Built over water, salt water, ether, gas deposits(see next suggestion) or air.
Build Cost:20 wood, 10 ore, 2 cloth
Built By: Rover, Avian Rover, Forest Rover, Avian Forest Rover, Builder Bot
Required Tech: Human Base OR Avian Base, 5 mil atmosphere
-Rope Bridge Anchor(1x1):Built on land and cliff faces. Just a decorative road to go along with the rope bridge.
Build Cost:20 wood, 10 ore, 2 cloth
Built By: Rover, Avian Rover, Forest Rover, Avian Forest Rover, Builder Bot
Required Tech: Human Base OR Avian Base, 5 mil atmosphere
The third part of my ideas is yet another new planet type: Gas Giant. The Progression would be based around floating helium balloons due to how easy it is to float in a planet with a very dense atmosphere.
Planet Details:
Buildable Rovers at Start(UE,LIS):
-Balloon Rover
Starting Rovers(UE,LIS):
-Balloon Rover
Custom Lander(UE,LIS):
-Balloon Lander
Non-Buildable Buildings: none
Starting Atmosphere:500 billion
Resources Contained(numbers are for medium world):
Regolith deposits(around 5)
Gas Deposit(contains infinite xenon, covers most of the world. Generates like water in water world but even more frequent.)
New Vehicles:
-Ballon Rover: Works similar to a lunar rover but can fly over buildings.
Cost: ore: 100 helium:20 wheel: 6
Tech Required: Geyser World Base, Human Base.
Can Build:Tiny helium-3 condenser, helium-3 condenser, helium compactor, regolith compactor, storage tank, suspended storage tank, regolith crusher.
-Ballon Builder Bot: Works like a normal builder bot but can fly over buildings
Cost: ore:100 wheel:6 helium:50
Tech Required: Geyser World Base, Human Base
-Small Builder Zeppelin: Works like a normal advanced builder bot but can fly on gas deposits.
Cost: ore:1000 wheel:6
Tech Required: Geyser World Base, Human Base, advanced small scale construction
-Balloon Lander Airborne: Airborne version of balloon lander. Can land on gas deposits or normal land.
New Resources (items):
-Xenon Gas: Think Helium-3 but its Xenon
New Buildings:
-Balloon Lander(1x1): Can be built on Gas Deposits or on normal land.
Power Produced:2
Housing: 2 colonists
Can Build: Balloon Rover.
-Tiny Helium-3 Condenser:(1x1):
Power Used:1
Build cost: Regolith 20
Resource Production: Turns atmosphere to helium-3 at a quarter of the rate of a helium-3 extractor.
-Helium-3 Condenser:(1x1):
Power Used:1
Build cost: ore 20
Resource Production: Turns atmosphere to helium-3 at the rate of a helium-3 extractor.
-Helium Compactor:(1x1):
Power Used:1
Build cost: regolith 20 helium-3 20
Resource Production: Turns helium-3 into a small amount of regolith
-Storage Tank(1x1):
Storage: Ore 1000 Regolith 2000 Helium-3 500 food 100 water 100
Build Cost: Ore 100 Helium-3 25
-Suspended Storage Tank(1x1): Built on Gas Deposits
Storage: Ore 1000 Regolith 2000 Helium-3 750 food 100 water 100
Build Cost: Ore 150 Helium-3 100
-Floating Helium-3 Condenser(1x1): Built on Gas Deposits. Looks like a water condenser but white and with a balloon on top.
Power Used:1
Resource Production: Turns atmosphere to helium-3 at the rate of a helium-3 extractor.
The fourth part of my ideas is a new race: Avians. These part people part birds have close ties with united earth, and use many similar technologies. Some of the items here are from the soaring cliffs idea listed above gas giants.
Avian Tech:
Low atmospheric zoology and rare animal zoology they can unlock the same way as humans.
New Resources (items):
-Feather: Used to make some flying vehicles.
-Bird Steel: A lightweight yet strong metal used in more advanced flying vehicles.
New Vehicles:
-Avian Rover: Works like a normal rover but can fly over buildings and terrain features, similar to the airborne lander.
Cost: ore: 5 wheel: 6 Feather: 6
Tech Required: Avian Base
Can Build: Small solar panel, small vehicle factory, small water pump, greenhouse.
-Avian Forest Rover: Works like a normal forest rover but can fly over buildings and terrain features, similar to the airborne lander.
Cost: wood: 40 wheel: 6 Feather: 6
Tech Required: Avian Base
Can Build: Fir Trees, Charcoal Hut, Wood Hut, Goat Pen, Chicken Coop, Water Well
-Avian Builder Bot: Works like a normal builder bot but can fly over buildings and terrain features, similar to the airborne lander.
Cost: ore: 15 wheel: 6 Feather: 6
Tech Required: Avian Base
Can Build: everything the builder bot can
-Avian Constructor: Builds some unique avian builds/
Cost: ore: 150 wheel: 8 gold:20 Feather: 6
Tech Required: Avian Base
Can Build: everything the builder bot can
Avian Lander Airborne: Airborne version of Avian Lander.
New Buildings:
-Avian Lander(1x1): Similar to the normal UE lander, the lander the Avians start with.
Power Produced:2
Housing: 2 colonists
Can Build: rover, forest rover, Avian rover, avian forest rover.
-Chicken Coop(2x2):
Description: "Avians like Chickens a lot, so they keep them as pets. Many think that avians evolved from chickens, although the more plausible theory is that they actually evolved from a white variant ravens."
Resource Production:Feather 10/minute
Cost: Wood:200 Ore:20
Built By: Forest Rover, Avian Forest rover
Requirements:Avian Base, 5 mil atmosphere
-Enclosed Chicken Coop(2x2): An enclosed version of the chicken coop
Resource Production:Feather 10/minute
Cost: Ore:2000, steel 250, gold 100
Built By: Builder Bot, Avian Builder Bot
Requirements:Avian Base or rare animal zoology, low atmospheric zoology
-Avian Solar Panel(1x1): A version of the normal solar panel that can be placed in the air or on land.
Power Production: 8
Cost: Ore:250, steel 10, feather 10
Built By: Buildr Bot, Avian Builder Bot
Requirements:Avian Base
-Wind Generator(1x1): A passive generator that must be built in the air.
Power Production: 12
Cost: Ore:250, steel 20,gold 10, feather 20
Built By: Avian Builder Bot
Requirements:Avian Base
Some WIP textures are below, along with a few pictures of what this would look like in-game:
Soaring Cliffs as Avian Race:
Gas Giant with United Earth:
Textures(WIP):
I'm making a texture pack with the textures if anyone's interested.
Cliff Terrain:
Cliff Face:
Air:
Gas Deposit:
HELLO COMMANDERS!
I just had an amazing discussion with @Luker124 about what will happen in Colony Wars.
Here, I'm presenting the ideas about the story of Colony Wars, involving all 4 civilizations.
Pre-War
In the vast Milky Way Galaxy, lies 3 great civilizations - The Humans, the Insectoids, and the Reptilians.
Humans are the new rising galactic power - The establishment of United Earth government changed everything. The rebirth of humanity from the disastrous failure, with all the humans together. Making achievements beyond what Roman Empire had, the extensive colonization has brought new unimagined opportunities and prosperity.
However, the corruption does not disappear as the dawn of a new era shines on the humans - the desire of the powerful politicians are endless. Further tightened security policy on member colonies, unreasonably heavy taxations, and even legitimating exploitation of labour, all these are just for benefiting those with power, at the cost of those powerless, and breaking their promise of a free and fair society (though the promise had always been a lie since the beginning).
Ruled by a corrupt government, with no will to reform, more and more people of this new commonwealth, especially from the lower classes and colonies, were not happy with this situation. With some of them having strong anti-commonwealth sentiment and advocating overthrowing the General Assembly through revolting against.
The General Assembly, of course, were always prepared to suppress resistance in their colonies using their proud Space Marines, and always actively search and destroy any hidden insurgents in their vast commonwealth. Despite their efforts, the opposition was not silenced, it was growing stronger and stronger, under the support of an organisation they had not discovered yet - LIS.
Meanwhile, with their neglecting attitude on galactic politics, they were not aware that another new threat from afar had already been approaching them.
League of Independent States, abbreviated as LIS, had been working in the shadows for decades, waiting and preparing for a best chance starting a decisive independence war, to free people from tyranny under the United Earth General Assembly.
There was not yet any concrete information about where and when this organisation was founded. Only one thing is surely correct about them - Where people suffer, where they are, and they're here to resist tyranny.
Despite United Earth government already expecting there would be ‘insurgents’, however, their influence were far beyond than they expected, especially in colonies with strong opinions opposing policies of United Earth - LIS influence grew through means of secret propagandas, cooperation with black markets, and even providing planning support to anti-commonwealth activities.
Unlike United Earth, they were aware of the importance of galactic diplomacy, they understood they were not able to fight Space Marines without sufficient external support, even having thousands and millions of militias ready to fight. They had one potent choice, known from the black market intel - Zolarg Empire, which LIS recently established contact with them.
The Insectoid Empire of Zolarg, or simply Zolarg Empire, was also a recent rising power. Once enslaved by Alpha Draconians, they revolted against slavery a century ago and retrieved their civilization from the hands of Reptilians, under the leadership of their wise and brave leader - Emperor Zolarg.
Emperor Zolarg is eager to develop their civilization to a new level, for restoring the dignity of their race, and stop the history of being conquered by anybody else. Through their agricultural knowledge from their ancestors, industrial knowledge stolen from Alpha Draconians, and their own newly pioneered bioengineering, their hard power had been thousand times stronger than the beginning. In the same time, the social and cultural development of the Empire had reached new heights, with ancient religious traditions and technological advancements coexisting in harmony (except the use of… ‘soulless’ robots still under debate), and a successful communal society for large populations.
The new page of Insectoid history was indeed glorious, but not easy. Even they successfully set foot to become a supernova of galactic power, it did not mean Alpha Draconians won't take their revenge someday, sooner or later, and also most of their brothers still not freed from slavery. Their primary mission was still further strengthening their national power, and if possible, finding an ally, in order to fight against the almost all-powerful Alpha Draconians.
The Reptilian Empire of Alpha Draconians, or more referred to as Alpha Draconians, is an old warlike civilization with a strong national pride, that existed longer than other civilizations in the Milky Way Galaxy before The Ancients (that disappeared for unknown reasons). One of their possible origins was they were migrant Reptilians from another galaxy, as told in their historical documents.
Alpha Draconians had vast territories in the Galaxy obtained from conquests and annexation, but their name was not well known in the galaxy - Due to their secret style of ruling. Only some powerful political figures, and those under direct rule, know about their existence. Their spies and covert agents widespread across the Galaxy, watching over people, controlling propagandas, delivering absolute orders to their puppet governments, and assassinating any opposition or disobeyed, everything were under the will of the Inner Circle of Lords, and the supreme leader Overlord.
Not just having a strong secret influence, most of their national power are unmatched. Having the most superior technologies, sophisticated industrial machines, most educated elites and a ruthless robot army (that is especially feared by the Zolarg Empire). What are these national powers being built on? The effort of others - slaves, tributes and stealing.
The old empire might still look well, but with more and more problems rising within. Since the Insectoid Uprising and establishment of the Zolarg Empire, they are losing more cities and slaves, shaking their economy and national pride to their foundations. With economy performance dropping year by year, and the core Reptilian society began questioning the ‘invincibility’ of the empire, the Overlord had been facing heavy pressure. Meanwhile, another political crisis was emerging between the Inner Circle and the Overlord - the competition for the throne of absolute power.
Overlord, eager to strengthen his power, planned to begin another conquest, to search for manpower and resources, and, of course, attempt to prove Alpha Draconians was still invincible. And their eyes were set on a civilization - Humans. At the blink of a civil war, and having a corrupt government, a perfect target for Alpha Draconians to secretly intervene, disrupt, and ultimately, conquer them with the might of war machines once they were exhausted fighting.
The Beginning of the War - Terra Nova Incident
Coincidentally, both LIS and Alpha Draconians were looking for a good chance to start a war, but for different aims, different ways, and they had no connections.
The tension between human colony Terra Nova and the United Earth General Assembly had created an opportunity for them.
Terra Nova was a colony under United Earth, yet with the presence of LIS. People of Terra Nova, from workers to their governor, agreed that the United Earth government was too corrupted to rule them, decided to take action in a non violent way, becoming the first colony ever to refuse paying tax to the General Assembly.
Alpha Draconians understood what LIS was trying to do - try to provoke United Earth to take the strongest military actions ever against their people, to be a reasonable excuse to start the war. To ‘accomodate’ the needs of LIS and make progress on Overlord's plan, Alpha Draconian covert agents in the General Assembly began their covert operations, paving path to the military actions step by step, through persuading works, blackmailing and misinformation campaigns. An embargo was first being passed in 4 days, and then a blockade was passed a week later. And after 3 months of ‘debate’ and ‘arguments’, and the ‘Friday Coup’ (controlled by Alpha Draconian agent) happened within the period that caused the cleanse campaign on the opposition party, a decisive pass was made on the decision taking violent military actions against Terra Nova, ‘without’ any objections, leading to the Terra Nova Incident.
The dispatch of Space Marines 35th Regiment (SM35) had angered hundreds of colonies, and people of Terra Nova as well. Things had progressed as LIS wished, they began rallying up resistance fighters in the hideouts in Terra Nova, preparing for their final phase to begin the first phase of war - a surprise attack.
Without much resistance, SM35 occupied Terra Nova under the lead of Colonel Harold Franklin. Soon Space Marines recognised they were in a weird situation - Terra Nova did not strongly resist at all as they arrived. However, it was too late. Just a few minutes after they had noticed that, LIS militias led by a militia officer Admiral Beuford P. Tots ambushed all major forces of SM35 at every street and alleys of the city, causing heavy loss of well-equipped marines. At the same time, LIS revealed themselves in the public for the first time, declaring war on United Earth - marked the beginning of the Human Civil War.
Very soon United Earth's forces retreated from Terra Nova, leaving the colony under LIS control. LIS declared independence of this colony a day after, renamed it Independent State. This city was the command centre of LIS throughout the war, which will be the capital city of LIS after the war.
Early Human Civil War
The United Earth Security Council was in a big chaos after the Terra Nova Incident - unexpectedly attacked by an enemy and almost lost the entire SM35, and little the Security Council knew about LIS. Even though garrisons and national guards were immediately told to prepare and mobilize to respond any possible LIS attacks, however, still not able to stop LIS - either fighting at broken morale or without enough time for full preparations - Since they had no idea where LIS forces would start their attack, and these rebels were well prepared already.
LIS, taking this advantage, launched a series of scattered yet successful attacks in neighbouring systems. Just within the first two weeks of the war, United Earth lost 15 colonies, 45 main trade routes or supplies, and countless soldiers either captured or killed.
However, LIS did not have the upper hand for long - especially after the original Security Council Chairman, Bofors Kaiserton, was replaced by an experienced Marshal called Bradley R. Johnson. The Security Council was soon reorganized by Bradley to stabilise the mess, launched propaganda campaigns to restore the morale of United Earth forces, and began studying the tactics of LIS forces, which the studies could had begun at the first day of war, but got delayed to 5 days later (day 6), due to Bofors unable to stabilise the chaos.
Around 3 weeks later, under the coordination of the Security Council, LIS began losing their ambush advantage, due to their patterns being tracked by Security Council and United Earth forces began being able to predominate the battlegrounds before LIS did so, forcing LIS forces to fight against United Earth forces directly. The Battle of Ferris Mountains on day 37 was a major defeat for LIS, which the local United Earth garrison of Ferris Mountains, instead of being ambushed, baited LIS forces to their doom. The next day (day 38), LIS changed their general combat tactics from sneak-and-attack based to direct confrontation based. Since that battle the loss of United Earth was stabilized at a lower rate. The civil war reached the second stage, the period when major battles were fought.
Mid Human Civil War
Despite losing early advantages, with the introduction of newer weapons and black market technologies LIS forces were still able to maintain their offensive pose in the war for a while, still surprising United Earth forces, in various battles pushing their front straight towards the Solar System.
The most well known new weapon LIS introduced during the war was the Apollo-3500 Beam Emitter, which were equipped by their heavy infantries and installed on specially designed combat vehicles, the weapon itself is able to melt most armour into slags by emitting high energy beams. They caused large troubles to traditional armoured combat vehicles, especially proven in the Battle of Harbinger Greenlands (which led to United Earth giving up the Ares-4 System) that the 196 th Armour Regiment of United Earth experienced a brutal defeat under devastating laser fire of 44F Laser Battalion and 44G Laser Battalion of LIS.
Another major battle featuring LIS new weaponry was the Siege of New Paris that lasted for 15 days. The introduction of Javelin-E ‘Incognito’ Missiles in the last day (though a bit too late) decisively ended the battle, these missiles were designed not interceptable by AEGIS Theater Missile Defense System used by United Earth and successfully breached the fortifications of New Paris Citadel in an almost effortless way.
Meanwhile, 49 more colonies revolted against United Earth rule under LIS support, providing minor battlefronts for LIS to push forward further into United Earth territory.
Amount of LIS territory occupied reached a peak on day 59, which over one-fifth of United Earth territory was taken over.
The offensive pose of LIS lasted until United Earth, though later, also began introducing (a limited number of) experimental weapons into the battles, and the return of Space Marines Corps with upgraded equipment, reorganization and replenished manpower. From that time on, the tide of war had changed favouring United Earth, they began pushing LIS back.
Just 2 days after New Paris was occupied by LIS, this city was back in the hands of United Earth, under the strong firepower of Space Marines 12th Regiment, and LIS forces here were still too tired to fight. After the Second Battle of New Paris on day 73, LIS lost a large proportion of major forces and the overall offensive formation breached. In later times, LIS major forces were defeated one by one, setting LIS forces back quickly.
With that moment the situation largely disfavored them, LIS decided to take a risky move - Reveal and use their secret weapon stationed in New Bavaria, either to devastate United Earth capital city that would put United Earth into mess again, or at least buy some time to find a foreign ally.
The risky move was well known as the ‘Interstellar Missile Crisis’ event. On day 88, LIS broadcasted a message through hijacking the communication hub in Coloniae Leon, threatening they had a secret mass destruction weapon that could never be intercepted once launched, and its range could cover all United Earth territories - Interstellar Warp-Speed Missile (IWSM) with Disaster Warheads derived from Instant Terraforming Bomb Project data found in occupied government labs. And, the first missile, to be launched within 24 hours, would fly straight to the capital city of United Earth - planet Earth.
United Earth offensive operations were halted due to the short chaos caused by the seemed inevitable threat. The United Earth Security Council soon ordered the search for their missile base as the countdown had begun. 7 hours later they located the missile base, and 9 hours later Space Marines 2th Division arrived in New Bavaria. The battle in New Bavaria lasted for 7 hours, at the last hour the missile base was captured, with most of the IWSMs destroyed at the site immediately.
LIS did not waste the time by sacrificing their secret weapons. During the Crisis, LIS secretly contacted the Zolarg Empire and shortly reached an alliance agreement with them - for their common pursuit of freedom and liberating people from suffering, and they needed each other. The entry of the Zolarg Empire would bring the war to the third stage, the time when things had been becoming more complicated than just a civil war between Humans.
What about Alpha Draconians? The Overlord was pleased by the situation so far, the plan had been successful. While humans were busy killing each other, the Overlord ordered mobilizing their robot armies into the back of United Earth territory through means of secret portals prepared by covert agents. While Alpha Draconians were making preparations for the takeover plan, one thing the Overlord was not expected to, and not knowing would happen - the Zolarg Empire, their nemesis, would interfere with the war very soon. On the other hand, the political enemies from the Inner Circle, were scheming a plan to pull Overlord off his throne.
More Than Just a Civil War
Just when people of United Earth thought the war would be over soon with the defeat of LIS. 8 days after the Interstellar Missile Crisis (day 96), the Zolarg Empire declared war on United Earth, in the name of helping their allies - LIS, and officially began mobilizing their troops to the borders of United Earth.
War from another civilization put the United Earth under mass panic. Not just because the war that was supposed to end soon would become even longer, such a scale of invasion from another civilization of a different race was something humanity never had experienced.
Zolarg forces flanked United Earth from the other side, putting United Earth in an unfavorable situation - A war of two fronts. The back of the United Earth was left underdefended (not undefended) due to major forces being put into LIS fronts, leaving the borders only garrisoned with only a small number of troops. Even though the Security Council ordered splitting the troops to the borders in order to stop the Zolarg offensive, the border defenses were breached faster than imagined, garrisons were unable to hold the line before reinforcements had arrived. When the reinforcements reached the Zolarg fronts, a couple of cities and colonies had already been occupied by the new enemy.
At first United Earth forces on the Zolarg fronts attempted to make quick offensives against Zolarg forces in order to re-concentrate on LIS again. However, after a few offensives they found Zolarg forces were difficult to remove - Everytime an Insectoid base was ‘removed’, a new base was rebuilt quickly and pumping out loads of new troops as nothing had happened. Later they found out it was due to the Insectoids established complicated yet useful subterranean tunnel networks that allowed rapid reinforcement on the planets, with entrances hard to be detected using traditional sensors. United Earth troops on Zolarg fronts quickly changed their tactics to mainly defensive with very minimal offensive progress, until their sappers were equipped with new tunnel sensors they began able to retake some territories.
Meanwhile on the LIS fronts. Thanks to the Zolarg Empire entry into war, LIS now faced much less pressure from United Earth forces. Now they were able to at least sustain their defensive lines. After their IWPM were modified to smaller missiles and cheaper designs and put under use, they were able to make small offensive progress for a few days, still threatening some of the strategic locations of United Earth. However, the LIS fronts fell into a stalemate for the rest of time.
The unexpected news of the Zolarg Empire's intervention in the Human Civil War delivered to Alpha Draconians. Overlord was not informed about that until 6 days after the entry of the Zolarg Empire into the war - his political enemies from the Inner Circle controlled information flow in Overlord’s chamber through bribing the Imperial Informats (internal messengers of Overlord’s Chamber). The Overlord, knowing schemed by his political enemies, was angered, but also worried about his plans to secure his position in the throne. The Zolarg fronts in United Earth was exactly the location where the secret mobilization concentrated at. At this rate, his great plan would fail easily if the troops were discovered by either humans or insectoids, and it was just a matter of time, sooner or later.
With his ominous worries, the Overlord assigned extra supervisors into the Ministry of Expedition in order to secure his control on the conquest of the human race. However the Inner Circle had an upper hand - the Ministry had already been hijacked by their covert agents. The newly assigned supervisors of Overlord were soon silenced and puppeted by the Inner Circle.
The Lords of Inner Circle now had control of the Overlord’s expeditionary forces in United Earth - With just a slight attention created by the expeditionary forces to let Zolarg forces to notice, it was enough to ruin the plans of the Overlord, to further destroy his reputation, and ultimately pulling him off the throne.
The Incident that Changed the War - Barracuda Blues Events
On day 165 of the war, an event took place on colony Barracuda Blues, a colony lying behind the Zolarg fronts, inside the territories of United Earth. This incident had changed the entire war - from confrontations between mainly United Earth and LIS, to a war that 3 civilizations together defending against Alpha Draconian invasion.
Just within a night, the base on Barracuda Blues disappeared, with remains of weared-off tank armour and charred grounds indicating there was combat. The only thing left was reports about unknown alien contact of hostile inorganic objects and strong energy sources detected by base on neighbouring planets. The United Earth Security Council received the reports 8 hours after the incident had taken place. A global investigation on Barracuda Blues was ordered 2 hours later.
4 days after the investigation had launched, inspectors reported an unimaginable discovery - a hidden facility, camouflaged by cutting-edge field generators of unknown origin, full of unidentified machines in dormant status, and a colossal device suspected to be a long range stargate portal that was the origin of energy detected.
Informed about such discovery, the United Earth Security Council (cautiously) saw that as an opportunity to obtain superior military technologies that could help break the stalemate of the war. Scientist teams and more military staff were sent to the site for further secret investigation.
Despite the news being a secret, the information about such ‘discovery’ had reached the ears of LIS, their hackers intercepted the intel. The intel was shared to forces of the Zolarg Empire, in order to figure out what it was.
Zolarg forces seemed to know something - Just a couple of hours later LIS received replies from the Zolarg Empire, about warnings of a common threat from the other side of the Milky Way Galaxy had infiltrated into human civilization - Alpha Draconians. The Zolarg Empire had also sent a similar message to United Earth, and demanded evacuating the investigation site and destroying it as soon as possible.
The United Earth Security Council, at first, did not take the warning seriously, suspecting it was just a deception from both LIS and Zolarg Empire, trying to prevent United Earth from obtaining technologies that could help them win the war. Later events proved them wrong - 2 days later, the site was under attack - not by LIS, not by Zolarg Empire, but those unidentified machines they were supposed investigating. The machines were suddenly animated, hovered into the air, and revealed what they were - war machines, with the emblem of Alpha Draconians. Almost all staff at the site were killed in the matter of minutes, only a group of soldiers managed to escape, and reported their terrible story (with solid evidence recorded) to the Security Council.
Heard of such an event taking place, and reconsidering warnings from the Zolarg Empire, the Security Council decided to have the big issue discussed in the General Assembly, hopefully they could recognise the dangerous situation they were in.
Meanwhile, LIS and Zolarg Empire had also begun their search for Alpha Draconian existence within their occupation zones, and counter-ops against Alpha Draconian influence.
Under a common threat that could not be repelled with the power of a nation, three participant nations of this civil war held a close-door summit on day 178 in an United Earth city Neo Floridas under maximum security measures. On the next day, all leaders of the military came to an agreement - a ceasefire treaty that put a pause on the civil war, and a temporary alliance pact - known as ‘Delta Alliance’ by humans - that would last until the Alpha Draconians were repelled.
Exposures of Alpha Draconian expeditionary forces and the formation of a temporary alliance were quickly reported to Overlord by the covert agents within the United Earth General Assembly. Shocked to know his plan had gone wrong, the Overlord, immediately contacted his supervisors in the Ministry of Expedition. Without any response, the Overlord understood what had happened - His plan had been hijacked by the Inner Circle.
Indeed, the exposure of expeditionary forces in Barracuda Blues was the order of the Inner Circle, through the Ministry of Expedition which was under their control.
The Inner Circle also received reports of their successful sabotage on the Overlord’s plan. With now they knew the Overlord was in trouble, they began spreading the scandals of the Overlord ‘might even be unable to conquer a lesser civilization’, to cut down Overlord’s support from core Reptilian society. Now, with the information of this invasion leaked to both humans and Insectoids, and further pressured by the scandals, the Overlord had only one choice left for the invasion plan - launch the attacks immediately.
Alpha Draconian Invasion
On day 186, the day known as the ‘Invasion Day’, the remaining dormant expeditionary forces of Alpha Draconians inside human territory were activated under the orders of the Overlord himself, launched the Invasion of Humans, beginning from Barracuda Blues where their forces and one of their main portals were exposed.
The Allies were prepared, they had located and destroyed a few hidden Alpha Draconian facilities, and shared any intelligence known about Alpha Draconians. Yet were not on the upper hand. The cutting-edge war machines of Alpha Draconians was not something humans were able to deal with easily, the superior armour strength and stealth capabilities of Alpha Draconian forces had caused some significant loss of Allied forces.
On the other hand, Overlord tried to keep Zolarg Empire forces outside the war theater of human territory as first priority, preventing the Zolarg Empire from assisting humans with their intelligence and troops. Alpha Draconians inserted blockade fleets in neutral zones between the Zolarg Empire and United Earth, as well began rallying troops at Zolarg borders. The Zolarg Empire not just had difficulty helping humans defending against the invasion as their forces in United Earth were encircled, intensified conflicts and battles at Alpha Draconian borders were something they had to put more focus onto.
The invasion broke out from the inside spread like wildfire in human territory as the Zolarg Empire was not able to provide assistance. Just within a week, Alpha Draconian presence was reported in all human territories (in terms of before the civil war broke out). 58% of original human territories were occupied by Alpha Draconians within a week, mainly the areas around the Zolarg fronts.
Humans had no chances of counter strike at this moment, as the Overlord predicted. However, the Overlord had underestimated humanity. Instead of keeping an eye, he ‘confidently’ set the expeditionary to spontaneous mode, promising the core Reptilian society that humans would be brought under Alpha Draconians in no time (in order to retain his supporters).
The Counter Strike
Alpha Draconian domination on the battlefield lasted until United Earth deployed their new superweapon.
United Earth lacked new weapons of instant destruction needed to change the tide of war since the total decommission of the nuclear arsenal right after the establishment of the United Earth General Assembly. Considering reactivating the nuclear arsenal project would cause large discontent from both the General Assembly and the public due to the long term consequence of detonating nuclear weapons, the Security Council, long ago reviewed older military research projects to seek for a powerful weapon with minimal impacts upon use. And when the invasion broke out, they already had a weapon project at almost completion that came into handy - Particle Cannon. The research of this surgical-space-strike (accurate strike instead of mass destruction) weapon was greatly accelerated by the data from Alpha Draconian facility on Barracuda Blues. 14 days after the Invasion Day (day 200), the first Space Strike group had completed construction at United Earth’s capital shipyard on Earth orbit, assigned into and escorted by the only 3 main starship fleets.
Upon the new weapons were ready, Marshal Bradley of the United Earth Security Council authorized the largest military campaign in the war - Operation Zeus, which began from day 205, aimed to retake territories beyond the Zolarg fronts occupied by Alpha Draconians. Mobilizing over 54 land forces divisions, 6 Space Marines divisions, 31 space fighter wings and 2 starship fleets.
The first use of Particle Cannon was used in Battle of Leo-34, showing the impressive firepower to the entire humanity. The Alpha Draconian stronghold on the planet was reduced to scraps in the matter of a few Particle Cannon bombardments of the 3th Starship Fleet.
The particle cannon also shone on other major battles, including the largest starship battle Battle of Kelvin Rings that the superweapon put the end to Alpha Draconian ‘Eradicator’ class battleship (though that was not their strongest warship in service), and Siege of Venet-35 that the weapon critically broke the siege of Alpha Draconian forces on the colony.
Operation Zeus had achieved a massive success within two months. The Operation recovered 21% of original territories, and some post-war statistics estimated that the Operation had also destroyed almost half of the Alpha Draconian expeditionary forces.
LIS had also achieved victories after their deployment of Type-X EMP warheads that effectively paralyses robot-based Alpha Draconian forces and facilities upon detonation. Just within half of a month after the deployment, LIS was able to uproot all Alpha Draconian facilities and portals within their occupation zones and freed up a large amount of troops for offensive operations beyond their territories (to ‘liberate’ more colonies, of course). At the same time, LIS had also completed an counterintelligence research Project Beacon that analyses the activities and signals of Alpha Draconian covert agents and communications (using information provided by Zolarg and harnessing their expert knowledge of cybertechnology), greatly preventing further Alpha Draconian sabotages on Allied forces, and made the hidden movements of Alpha Draconians predictable from that time on.
The human counterattack progress stopped at regions around Barracuda Blues. At this moment Barracuda Blues was one of the last strategic locations for these intruders - where their last functional long range portal was located, the only available reinforcement station for them. However, also the most fortified position of Alpha Draconian intruders - not only the main portal was protected by the state-of-the-art fortress setup, other strongholds around Barracuda Blues formed a complete exterior defense system that was able to stop any starships approaching this critical site.
The counterattack of humans was reported back to the Ministry of Expedition for multiple times, however nobody read the report - The fierce political competition inside the Ministry between Overlord loyalist and Inner Circle had disrupted literally everything, ignited a few days after the blockade on the Zolarg Empire. Military officers and staff were being assassinated or replaced by the two parties very frequently, they had no time and effort to care about any operations of the expeditionary forces but tried to protect themselves or seek extra interest in this internal political rivalry.
As the regular functioning of the Ministry of Expedition came to a halt, the blockade fleet between Zolarg Empire and United Earth was soon out of control, without any coordination the blockade was breached by Zolarg fleets, like the blockade fleet was just a dull asteroid belt. Regaining the supply line to their occupation zones, the Zolarg Empire began sending their fleet and elite force Imperial Templars to the battlefronts in human territory against Alpha Draconians.
Overlord regained information and control of his expedition plan after Overlord loyalists successfully retaken control of the Ministry of Expedition as a series of bloody political events took place. Knowing his miscalculation on humans and he had missed a lot of events during the Ministry was handicapped, the Overlord ordered a regroup of all remaining expeditionary forces at Barracuda Blues, as well as authorising the expeditionary force access to advanced reserves of Alpha Draconian war machines, the Apocalypse Order, to terminate human resistance before it was too late to remedy the situation. An invasion fleet was also ordered to dispatch for securing the invasion plans, either backing the reinforcement up, or in case the last portal falls the fleet could still devastate the remaining human forces and do the occupation.
The Battle of Barracuda Blues - Twilight of the Intruders
All human major forces from both the United Earth and LIS, and later a small number of Zolarg forces from occupation zones, gathered near minor strongholds around Barracuda Blues. Deployments began on day 274, preparing for the last battle to stop Alpha Draconian invasion - which Allied forces had thrown literally everything they had into it, almost all of their major forces and types of weapons.
Alpha Draonians had gathered a majority of the first group of Apocalypse Order from Alpha Draconia arrived at Barracuda Blues, standing by at the site.
The Battle of Barracuda Blues broke out on day 277. The 2nd Vanguard Group led by United Earth Space Marines 1st Division secured a minor portal stronghold on Baston-36, under the support of the United Earth 3th Starship Fleet and Particle Cannons. Hackers from LIS performed a follow-up hacking of the portal control immediately, opening up a route to Barracuda Blues for major forces after 4.5 hours.
Commando platoon headed by the legendary United Earth elite Sarge led the charge into the Barracuda Blues through the portal, securing an area on the east wing of the main portal stronghold. The remaining forces of 2nd Vanguard Group established a forward base for providing support, with Main Battle Command led by Marshal Bradley of United Earth responsible for the main offensive operations following behind.
Other battle groups were told to tie up other minor strongholds to prevent their reinforcements to Barracuda Blues, and if possible, take over the portals in the minor strongholds.
The first attempts of siege, on the same day, had been unsuccessful. The defense of the main fortress complex was far more defended than imagined. The point laser defense system rendered conventional artillery fire useless, the firepower of the newly arrived Apocalypse Order outrunned offensives of the Allied forces, even the Allied forces were supported by 5th Battle Group later which successfully broke into the south wing through the portal of another stronghold. At the end of the day, the offensive operations had been temporarily halted under the order of Marshal Bradley to prevent further losses.
On day 288 Allied forces detected a larger group of Apocalypse Order reinforced Alpha Draconian forces in the fortress. Few hours later, Alpha Draconians began taking offensives targeting the Allied Main Command Group. Facing even stronger enemies than before, main forces of the Main Command Group were tied at their forward base and fell into a badly passive status, until 5th Battle Group received EMP missiles from LIS and sent help to break the enemy offensives.
On day 289, the 3rd Battle Group composed mainly of Zolarg forces entered the battle at the southern forward base, launching subterranean infiltration attacks into the west part of the fortress. Although the infiltration forces experienced heavy casualties as they broke into, however, provided an important internal structure intel of the main stronghold - there was an antenna structure acting as an command node of stronghold defense, which when sabotaged, it could weaken the coordination of, or even paralysing, the stronghold defenses. However, the infiltration forces also reported there was a massive energy flow towards the centre part of the facility, where the main portal was located, presumably sending in core forces, or worse, a destruction device known as ‘Annihilator’ by Zolarg forces which capable of releasing an energy blast that could destroy any non-Alpha Draconian machines and living being within 50 lightyears radius. The enemy reinforcement was predicted to arrive in three or four days.
The reports from the infiltration forces had put the Main Command into an anxious mood, since this meant not much time was left for them - longer the battle goes, worse the situation becomes. The Main Command Group decided to take another offensive the next day, after the United Earth 1st Starship Fleet sent Particle Cannons to provide heavy bombardments.
Still, Alpha Draconians were prepared, they had set up energy barriers to neutralize Particle Cannon fire. With even the superweapon of United Earth proven ineffective on this base, the Main Command Group offensive once again ended up with extra losses.
On the other hand, the portal stronghold connecting the Allied forward base on the south wing was under attack by Alpha Draconian forces from another minor stronghold, the 5th Battle Group and the 3th Battle group had their most convenient supply lines cut and now had to rely supplies from either the 1st Starship Fleet or the Main Command.
During the hardest times having almost no means to break the fortifications of this stronghold, the hackers and engineers controlling the portal in Baston-36 brought a good news in the late night of day 232, they managed to hack into the heavily encrypted internal portal system and obtained a segment of access code that allowed them to teleport at most a commando squad into the stronghold (due to limitations of incomplete access codes), which this chance could be used to sabotage the command node, allow the major forces destroying the fortification when it was disrupted. However, the code was estimated to be expired in approximately 7 hours.
In the same night, but a bit earlier, a small group of Zolarg Imperial Templars joined the Main Command Group, providing limited but valuable replenishment of Allied forces.
With an irreplaceable opportunity to break into this almost invincible fortress, the Main Command immediately reorganized the existing forces, preparing for an all-out attack in the next day - It was either the Alpha Draconians or humanity being defeated, this would be the last assault to terminate their ambitions, once and for all.
4 hours later, a squad with the best commandos from United Earth, LIS and Zolarg was organized for the most dangerous mission, they were teleported to the west block of the stronghold, and later assisted by another Zolarg subterranean assault force from the 3th Battle Group. Meanwhile, all the other Allied forces on Barracuda Blues, advancing towards the stronghold.
The major forces expected the defenses to be disarmed as they reached the enemy defense lines. Yet the infiltration forces had trouble making their way to the command node, encircled by the stronghold guards as the Allied forces entered the alert zones around the stronghold. The main forces could only hold their position, forced to fight with the enemy elite forces, until the commandos finished their task.
After approximately an hour of brutal battles inside and outside the stronghold, the commando squad, finally made their way to the command node, and installed a disruption device onto it.
The defenses of the stronghold were immediately turned down under the effect of the disruption device, including turrets, energy barriers and point laser defense system. The stronghold, now vulnerable to any human and Insectoid weaponry, soon the main defense was destroyed under intensive artillery barrage bombardments. Alpha Draconian forces were also affected by the disruption effects, their combat efficiency was greatly lowered - the coordination errors broke their formation, these steel machines of destruction began ramming into each other. At this moment, Alpha Draconians had lost their overwhelming advantage in this battle, every force defending the fortress were soon eliminated by the Allied forces, leaving the central portal defendless. Allied forces very quickly flooded into the stronghold, reaching their ultimate target of the battle - the main portal, which was seen charging up for receiving new reinforcements - that could make short work on the last human forces if unstopped.
The decisive battle defining the date of humans, ended with a Particle Cannon strike onto the portal, tearing the portal into pieces of scraps. The dawn on Barracuda Blues after the particle beam dissipated, marked the victory of the Allies.
Remaining Alpha Draconian threats in human territory were eliminated within two days after the victory in Battle of Barracuda Blues under the efforts of human forces. For the first time, the entire humanity successfully repelled an massive alien invasion.
The invasion had not ended yet, Alpha Draconian invasion fleet was still advancing towards human territory. It was until Zolarg fleets attacked Alpha Draconian starbases that forced Overlord to draw the entire fleet back for defense and postpone the invasion… infinitely.
Battle of Kaisergrounds - Conclusion Battle to the Human Civil War
The invasion was over, ending with the defeat of Alpha Draconians.
But not everything was over. The Delta Alliance Pact had expired, now United Earth and LIS had to put their focus back onto their civil war… only after they had taken a necessary break from a month of fierce battles.
The Zolarg Empire had most of their forces tired of the battles in human territory, and they needed more forces and officiers to manage their conflicts between them and Alpha Draconians. On day 312, about a month after the end of the invasion, they agreed to withdraw from the Human Civil War, returning all occupied territories to the United Earth and evacuate all their forces after taking some necessary responsibility (mostly repairing damages they had made), as requested by the United Earth General Assembly and agreed by LIS. The civil war was now and finally kept just between humans.
Things had been peaceful (if not considering some minor skirmishes on conflict site planets) until the war was continued with the last major battle broke out on day 351 - the Battle of Kaisergrouds, which both sides hoped to ‘conclude’ the war in this battle (as not much war supplies were left for large scale conflicts), on this strategic stronghold occupied by LIS - To LIS, a foothold for liberating the core economic regions of United Earth in the future. To United Earth, an important barrier to keep LIS away from the most resourceful colonies.
The extremely rare ion fog winters of Kaisergrounds disrupted communication devices and sensors, which however favoured United Earth offensive - their landing forces could sneak onto the planet without triggering the alarms of LIS forces.
It was not clear how the battle had fought due to the unavailability of communications and battlefield monitoring in ion fogs. However, two outcomes were confirmed for sure - First, it might have been a ‘fierce’ battle, in which United Earth recorded 78% losses of troops in the battle while LIS recorded 85% loss of their forces. Either killed or (less likely) lost in fogs. Second, it was the victory of United Earth, after 4 days of battle United Earth 12th Space Marines Regiment managed to take control of the entire planet and sent a shuttle for delivering a battle report.
Aftermath
10 days after the last battle (day 365), the military leaders of two sides met in the Roundtable Summit in the colony of New London.
The Armistice of Hoxton was signed, with the following details:
Eventually nobody achieved total victory in the Human Civil War, however, LIS actually ‘won’ the war. Colonies and cities occupied by LIS are no longer under the control of United Earth bureaucrats, they are freed from any forms of suppression and exploits, at least a better life can be started with ture fairness and autonomy guaranteed by the League.
Yet United Earth has also earned a ‘strategic’ victory, since they successfully defended most major regions, leaving LIS only able to have mostly barren planets of outer territories. The Armistice of Hoxton also allowed them to have limited control on the development of LIS.
The United Earth General Assembly was not satisfied with the outcome of the war - They understood that LIS had achieved their aim in the war. Now, the capabilities of the United Earth military were being questioned nationwide, even managed to repel the Alpha Draconian invasion - It shall be stopped to restore the reputation of the General Assembly. The General Assembly originally wanted to ‘retire’ Marshal Bradley to pacify the doubts of people, but changed their mind after reconsidering his achievements repelling an alien Invasion and read about his big military project to retake territories occupied by LIS, which the plan actually helped people put a larger confidence onto the military than before.
Speaking of the support, a tragedy for the Overlord of Alpha Draconians. The Overlord tried to cover up the failures of his expedition plans, however, the Inner Circle intercepted the intel. The scandal was soon delivered to all members of core Reptilian society, they now lost all confidence in the ‘weak’ Overlord that had completely ruined their national pride. Several days later, the Overlord was assassinated in a coup planned by the Inner Circle.
The seat of ultimate power was empty, but that is not a seat for many. A more intense, almost endless political rivalry took place between the Lords of Inner Circles beginning right after the death of Overlord, leading the entire empire into a state of political instability. Without a stable and powerful leader to rule the vast empire, the corruption in administration of Alpha Draconians is getting ten times more serious than before. Social order also began to collapse, leading to the disparity between the nobles and common civilians, and social unrests.
The instability of Alpha Draconians, and one more defeat for their seemed invincible military, gave confidence to the conspiracists hidden all over the empire. Some puppet regions began attempting to break away from Alpha Draconians. Though not all of them had been successful, more new powers have risen - Especially the New Galactic Empire, thirsted for galactic domination, is slowly overtaking the influence of Alpha Draconians in the shadows.
The Zolarg Empire finally found themselves a powerful ally to support each other against Alpha Draconian influence - Humans’ capability defending themselves against Alpha Draconian forces impressed not only the Insectoids of every hive, the Emperor is also glad to see this. A few months after the end of the Human Civil War, Zolarg Empire signed diplomatic memorandums with both LIS and United Earth, on the basis of cooperation during the invasion, to begin official peaceful interaction between Insectoids and Humans.
Zolarg forces returned from human territory also brought back some human technologies along with them. The inspiring foreign knowledge have stimulated further development of the Zolarg Empire in terms of economy, science, society and military, and indirectly led to an innovative invention of Insectoids - Mind Network.
While the human cities and colonies were rebuilding, humans also obtained interesting information from the remains of Alpha Draconian machines in Barracuda Blues. These cutting-edge machines have some linkage with the ancient aliens, which the scientists and archaeologists figured out these engines are derived from the ancient alien knowledge recorded on the artifacts scattered all around the galaxy. This discovery will bring drastic changes to human history, a new era of future technologies is predictable in the future not so far away.
Understanding they are not alone in the Galaxy, United Earth begin recognizing the importance of galactic diplomacy, in order to protect themselves (from Alpha Draconians that might return someday in a larger war), as well as seeking for new opportunities. they begin establishing contacts between alien civilizations as they colonize new planets, not just the major civilization like the Zolarg Empire, but also more minor ones.
The Milky Way Galaxy had changed a lot - although there had been wars, costing thousands of lives. Does the war worth anything in the end? Nobody will have an ultimate conclusion, what we know is, war, is always changing our history.
THAT IS ALL!
We also hope @bastecklein can leave some comments on the story idea so far.
I just had an amazing discussion with @Luker124 about what will happen in Colony Wars.
Here, I'm presenting the ideas about the story of Colony Wars, involving all 4 civilizations.
Pre-War
In the vast Milky Way Galaxy, lies 3 great civilizations - The Humans, the Insectoids, and the Reptilians.
Humans are the new rising galactic power - The establishment of United Earth government changed everything. The rebirth of humanity from the disastrous failure, with all the humans together. Making achievements beyond what Roman Empire had, the extensive colonization has brought new unimagined opportunities and prosperity.
However, the corruption does not disappear as the dawn of a new era shines on the humans - the desire of the powerful politicians are endless. Further tightened security policy on member colonies, unreasonably heavy taxations, and even legitimating exploitation of labour, all these are just for benefiting those with power, at the cost of those powerless, and breaking their promise of a free and fair society (though the promise had always been a lie since the beginning).
Ruled by a corrupt government, with no will to reform, more and more people of this new commonwealth, especially from the lower classes and colonies, were not happy with this situation. With some of them having strong anti-commonwealth sentiment and advocating overthrowing the General Assembly through revolting against.
The General Assembly, of course, were always prepared to suppress resistance in their colonies using their proud Space Marines, and always actively search and destroy any hidden insurgents in their vast commonwealth. Despite their efforts, the opposition was not silenced, it was growing stronger and stronger, under the support of an organisation they had not discovered yet - LIS.
Meanwhile, with their neglecting attitude on galactic politics, they were not aware that another new threat from afar had already been approaching them.
League of Independent States, abbreviated as LIS, had been working in the shadows for decades, waiting and preparing for a best chance starting a decisive independence war, to free people from tyranny under the United Earth General Assembly.
There was not yet any concrete information about where and when this organisation was founded. Only one thing is surely correct about them - Where people suffer, where they are, and they're here to resist tyranny.
Despite United Earth government already expecting there would be ‘insurgents’, however, their influence were far beyond than they expected, especially in colonies with strong opinions opposing policies of United Earth - LIS influence grew through means of secret propagandas, cooperation with black markets, and even providing planning support to anti-commonwealth activities.
Unlike United Earth, they were aware of the importance of galactic diplomacy, they understood they were not able to fight Space Marines without sufficient external support, even having thousands and millions of militias ready to fight. They had one potent choice, known from the black market intel - Zolarg Empire, which LIS recently established contact with them.
The Insectoid Empire of Zolarg, or simply Zolarg Empire, was also a recent rising power. Once enslaved by Alpha Draconians, they revolted against slavery a century ago and retrieved their civilization from the hands of Reptilians, under the leadership of their wise and brave leader - Emperor Zolarg.
Emperor Zolarg is eager to develop their civilization to a new level, for restoring the dignity of their race, and stop the history of being conquered by anybody else. Through their agricultural knowledge from their ancestors, industrial knowledge stolen from Alpha Draconians, and their own newly pioneered bioengineering, their hard power had been thousand times stronger than the beginning. In the same time, the social and cultural development of the Empire had reached new heights, with ancient religious traditions and technological advancements coexisting in harmony (except the use of… ‘soulless’ robots still under debate), and a successful communal society for large populations.
The new page of Insectoid history was indeed glorious, but not easy. Even they successfully set foot to become a supernova of galactic power, it did not mean Alpha Draconians won't take their revenge someday, sooner or later, and also most of their brothers still not freed from slavery. Their primary mission was still further strengthening their national power, and if possible, finding an ally, in order to fight against the almost all-powerful Alpha Draconians.
The Reptilian Empire of Alpha Draconians, or more referred to as Alpha Draconians, is an old warlike civilization with a strong national pride, that existed longer than other civilizations in the Milky Way Galaxy before The Ancients (that disappeared for unknown reasons). One of their possible origins was they were migrant Reptilians from another galaxy, as told in their historical documents.
Alpha Draconians had vast territories in the Galaxy obtained from conquests and annexation, but their name was not well known in the galaxy - Due to their secret style of ruling. Only some powerful political figures, and those under direct rule, know about their existence. Their spies and covert agents widespread across the Galaxy, watching over people, controlling propagandas, delivering absolute orders to their puppet governments, and assassinating any opposition or disobeyed, everything were under the will of the Inner Circle of Lords, and the supreme leader Overlord.
Not just having a strong secret influence, most of their national power are unmatched. Having the most superior technologies, sophisticated industrial machines, most educated elites and a ruthless robot army (that is especially feared by the Zolarg Empire). What are these national powers being built on? The effort of others - slaves, tributes and stealing.
The old empire might still look well, but with more and more problems rising within. Since the Insectoid Uprising and establishment of the Zolarg Empire, they are losing more cities and slaves, shaking their economy and national pride to their foundations. With economy performance dropping year by year, and the core Reptilian society began questioning the ‘invincibility’ of the empire, the Overlord had been facing heavy pressure. Meanwhile, another political crisis was emerging between the Inner Circle and the Overlord - the competition for the throne of absolute power.
Overlord, eager to strengthen his power, planned to begin another conquest, to search for manpower and resources, and, of course, attempt to prove Alpha Draconians was still invincible. And their eyes were set on a civilization - Humans. At the blink of a civil war, and having a corrupt government, a perfect target for Alpha Draconians to secretly intervene, disrupt, and ultimately, conquer them with the might of war machines once they were exhausted fighting.
The Beginning of the War - Terra Nova Incident
Coincidentally, both LIS and Alpha Draconians were looking for a good chance to start a war, but for different aims, different ways, and they had no connections.
The tension between human colony Terra Nova and the United Earth General Assembly had created an opportunity for them.
Terra Nova was a colony under United Earth, yet with the presence of LIS. People of Terra Nova, from workers to their governor, agreed that the United Earth government was too corrupted to rule them, decided to take action in a non violent way, becoming the first colony ever to refuse paying tax to the General Assembly.
Alpha Draconians understood what LIS was trying to do - try to provoke United Earth to take the strongest military actions ever against their people, to be a reasonable excuse to start the war. To ‘accomodate’ the needs of LIS and make progress on Overlord's plan, Alpha Draconian covert agents in the General Assembly began their covert operations, paving path to the military actions step by step, through persuading works, blackmailing and misinformation campaigns. An embargo was first being passed in 4 days, and then a blockade was passed a week later. And after 3 months of ‘debate’ and ‘arguments’, and the ‘Friday Coup’ (controlled by Alpha Draconian agent) happened within the period that caused the cleanse campaign on the opposition party, a decisive pass was made on the decision taking violent military actions against Terra Nova, ‘without’ any objections, leading to the Terra Nova Incident.
The dispatch of Space Marines 35th Regiment (SM35) had angered hundreds of colonies, and people of Terra Nova as well. Things had progressed as LIS wished, they began rallying up resistance fighters in the hideouts in Terra Nova, preparing for their final phase to begin the first phase of war - a surprise attack.
Without much resistance, SM35 occupied Terra Nova under the lead of Colonel Harold Franklin. Soon Space Marines recognised they were in a weird situation - Terra Nova did not strongly resist at all as they arrived. However, it was too late. Just a few minutes after they had noticed that, LIS militias led by a militia officer Admiral Beuford P. Tots ambushed all major forces of SM35 at every street and alleys of the city, causing heavy loss of well-equipped marines. At the same time, LIS revealed themselves in the public for the first time, declaring war on United Earth - marked the beginning of the Human Civil War.
Very soon United Earth's forces retreated from Terra Nova, leaving the colony under LIS control. LIS declared independence of this colony a day after, renamed it Independent State. This city was the command centre of LIS throughout the war, which will be the capital city of LIS after the war.
Early Human Civil War
The United Earth Security Council was in a big chaos after the Terra Nova Incident - unexpectedly attacked by an enemy and almost lost the entire SM35, and little the Security Council knew about LIS. Even though garrisons and national guards were immediately told to prepare and mobilize to respond any possible LIS attacks, however, still not able to stop LIS - either fighting at broken morale or without enough time for full preparations - Since they had no idea where LIS forces would start their attack, and these rebels were well prepared already.
LIS, taking this advantage, launched a series of scattered yet successful attacks in neighbouring systems. Just within the first two weeks of the war, United Earth lost 15 colonies, 45 main trade routes or supplies, and countless soldiers either captured or killed.
However, LIS did not have the upper hand for long - especially after the original Security Council Chairman, Bofors Kaiserton, was replaced by an experienced Marshal called Bradley R. Johnson. The Security Council was soon reorganized by Bradley to stabilise the mess, launched propaganda campaigns to restore the morale of United Earth forces, and began studying the tactics of LIS forces, which the studies could had begun at the first day of war, but got delayed to 5 days later (day 6), due to Bofors unable to stabilise the chaos.
Around 3 weeks later, under the coordination of the Security Council, LIS began losing their ambush advantage, due to their patterns being tracked by Security Council and United Earth forces began being able to predominate the battlegrounds before LIS did so, forcing LIS forces to fight against United Earth forces directly. The Battle of Ferris Mountains on day 37 was a major defeat for LIS, which the local United Earth garrison of Ferris Mountains, instead of being ambushed, baited LIS forces to their doom. The next day (day 38), LIS changed their general combat tactics from sneak-and-attack based to direct confrontation based. Since that battle the loss of United Earth was stabilized at a lower rate. The civil war reached the second stage, the period when major battles were fought.
Mid Human Civil War
Despite losing early advantages, with the introduction of newer weapons and black market technologies LIS forces were still able to maintain their offensive pose in the war for a while, still surprising United Earth forces, in various battles pushing their front straight towards the Solar System.
The most well known new weapon LIS introduced during the war was the Apollo-3500 Beam Emitter, which were equipped by their heavy infantries and installed on specially designed combat vehicles, the weapon itself is able to melt most armour into slags by emitting high energy beams. They caused large troubles to traditional armoured combat vehicles, especially proven in the Battle of Harbinger Greenlands (which led to United Earth giving up the Ares-4 System) that the 196 th Armour Regiment of United Earth experienced a brutal defeat under devastating laser fire of 44F Laser Battalion and 44G Laser Battalion of LIS.
Another major battle featuring LIS new weaponry was the Siege of New Paris that lasted for 15 days. The introduction of Javelin-E ‘Incognito’ Missiles in the last day (though a bit too late) decisively ended the battle, these missiles were designed not interceptable by AEGIS Theater Missile Defense System used by United Earth and successfully breached the fortifications of New Paris Citadel in an almost effortless way.
Meanwhile, 49 more colonies revolted against United Earth rule under LIS support, providing minor battlefronts for LIS to push forward further into United Earth territory.
Amount of LIS territory occupied reached a peak on day 59, which over one-fifth of United Earth territory was taken over.
The offensive pose of LIS lasted until United Earth, though later, also began introducing (a limited number of) experimental weapons into the battles, and the return of Space Marines Corps with upgraded equipment, reorganization and replenished manpower. From that time on, the tide of war had changed favouring United Earth, they began pushing LIS back.
Just 2 days after New Paris was occupied by LIS, this city was back in the hands of United Earth, under the strong firepower of Space Marines 12th Regiment, and LIS forces here were still too tired to fight. After the Second Battle of New Paris on day 73, LIS lost a large proportion of major forces and the overall offensive formation breached. In later times, LIS major forces were defeated one by one, setting LIS forces back quickly.
With that moment the situation largely disfavored them, LIS decided to take a risky move - Reveal and use their secret weapon stationed in New Bavaria, either to devastate United Earth capital city that would put United Earth into mess again, or at least buy some time to find a foreign ally.
The risky move was well known as the ‘Interstellar Missile Crisis’ event. On day 88, LIS broadcasted a message through hijacking the communication hub in Coloniae Leon, threatening they had a secret mass destruction weapon that could never be intercepted once launched, and its range could cover all United Earth territories - Interstellar Warp-Speed Missile (IWSM) with Disaster Warheads derived from Instant Terraforming Bomb Project data found in occupied government labs. And, the first missile, to be launched within 24 hours, would fly straight to the capital city of United Earth - planet Earth.
United Earth offensive operations were halted due to the short chaos caused by the seemed inevitable threat. The United Earth Security Council soon ordered the search for their missile base as the countdown had begun. 7 hours later they located the missile base, and 9 hours later Space Marines 2th Division arrived in New Bavaria. The battle in New Bavaria lasted for 7 hours, at the last hour the missile base was captured, with most of the IWSMs destroyed at the site immediately.
LIS did not waste the time by sacrificing their secret weapons. During the Crisis, LIS secretly contacted the Zolarg Empire and shortly reached an alliance agreement with them - for their common pursuit of freedom and liberating people from suffering, and they needed each other. The entry of the Zolarg Empire would bring the war to the third stage, the time when things had been becoming more complicated than just a civil war between Humans.
What about Alpha Draconians? The Overlord was pleased by the situation so far, the plan had been successful. While humans were busy killing each other, the Overlord ordered mobilizing their robot armies into the back of United Earth territory through means of secret portals prepared by covert agents. While Alpha Draconians were making preparations for the takeover plan, one thing the Overlord was not expected to, and not knowing would happen - the Zolarg Empire, their nemesis, would interfere with the war very soon. On the other hand, the political enemies from the Inner Circle, were scheming a plan to pull Overlord off his throne.
More Than Just a Civil War
Just when people of United Earth thought the war would be over soon with the defeat of LIS. 8 days after the Interstellar Missile Crisis (day 96), the Zolarg Empire declared war on United Earth, in the name of helping their allies - LIS, and officially began mobilizing their troops to the borders of United Earth.
War from another civilization put the United Earth under mass panic. Not just because the war that was supposed to end soon would become even longer, such a scale of invasion from another civilization of a different race was something humanity never had experienced.
Zolarg forces flanked United Earth from the other side, putting United Earth in an unfavorable situation - A war of two fronts. The back of the United Earth was left underdefended (not undefended) due to major forces being put into LIS fronts, leaving the borders only garrisoned with only a small number of troops. Even though the Security Council ordered splitting the troops to the borders in order to stop the Zolarg offensive, the border defenses were breached faster than imagined, garrisons were unable to hold the line before reinforcements had arrived. When the reinforcements reached the Zolarg fronts, a couple of cities and colonies had already been occupied by the new enemy.
At first United Earth forces on the Zolarg fronts attempted to make quick offensives against Zolarg forces in order to re-concentrate on LIS again. However, after a few offensives they found Zolarg forces were difficult to remove - Everytime an Insectoid base was ‘removed’, a new base was rebuilt quickly and pumping out loads of new troops as nothing had happened. Later they found out it was due to the Insectoids established complicated yet useful subterranean tunnel networks that allowed rapid reinforcement on the planets, with entrances hard to be detected using traditional sensors. United Earth troops on Zolarg fronts quickly changed their tactics to mainly defensive with very minimal offensive progress, until their sappers were equipped with new tunnel sensors they began able to retake some territories.
Meanwhile on the LIS fronts. Thanks to the Zolarg Empire entry into war, LIS now faced much less pressure from United Earth forces. Now they were able to at least sustain their defensive lines. After their IWPM were modified to smaller missiles and cheaper designs and put under use, they were able to make small offensive progress for a few days, still threatening some of the strategic locations of United Earth. However, the LIS fronts fell into a stalemate for the rest of time.
The unexpected news of the Zolarg Empire's intervention in the Human Civil War delivered to Alpha Draconians. Overlord was not informed about that until 6 days after the entry of the Zolarg Empire into the war - his political enemies from the Inner Circle controlled information flow in Overlord’s chamber through bribing the Imperial Informats (internal messengers of Overlord’s Chamber). The Overlord, knowing schemed by his political enemies, was angered, but also worried about his plans to secure his position in the throne. The Zolarg fronts in United Earth was exactly the location where the secret mobilization concentrated at. At this rate, his great plan would fail easily if the troops were discovered by either humans or insectoids, and it was just a matter of time, sooner or later.
With his ominous worries, the Overlord assigned extra supervisors into the Ministry of Expedition in order to secure his control on the conquest of the human race. However the Inner Circle had an upper hand - the Ministry had already been hijacked by their covert agents. The newly assigned supervisors of Overlord were soon silenced and puppeted by the Inner Circle.
The Lords of Inner Circle now had control of the Overlord’s expeditionary forces in United Earth - With just a slight attention created by the expeditionary forces to let Zolarg forces to notice, it was enough to ruin the plans of the Overlord, to further destroy his reputation, and ultimately pulling him off the throne.
The Incident that Changed the War - Barracuda Blues Events
On day 165 of the war, an event took place on colony Barracuda Blues, a colony lying behind the Zolarg fronts, inside the territories of United Earth. This incident had changed the entire war - from confrontations between mainly United Earth and LIS, to a war that 3 civilizations together defending against Alpha Draconian invasion.
Just within a night, the base on Barracuda Blues disappeared, with remains of weared-off tank armour and charred grounds indicating there was combat. The only thing left was reports about unknown alien contact of hostile inorganic objects and strong energy sources detected by base on neighbouring planets. The United Earth Security Council received the reports 8 hours after the incident had taken place. A global investigation on Barracuda Blues was ordered 2 hours later.
4 days after the investigation had launched, inspectors reported an unimaginable discovery - a hidden facility, camouflaged by cutting-edge field generators of unknown origin, full of unidentified machines in dormant status, and a colossal device suspected to be a long range stargate portal that was the origin of energy detected.
Informed about such discovery, the United Earth Security Council (cautiously) saw that as an opportunity to obtain superior military technologies that could help break the stalemate of the war. Scientist teams and more military staff were sent to the site for further secret investigation.
Despite the news being a secret, the information about such ‘discovery’ had reached the ears of LIS, their hackers intercepted the intel. The intel was shared to forces of the Zolarg Empire, in order to figure out what it was.
Zolarg forces seemed to know something - Just a couple of hours later LIS received replies from the Zolarg Empire, about warnings of a common threat from the other side of the Milky Way Galaxy had infiltrated into human civilization - Alpha Draconians. The Zolarg Empire had also sent a similar message to United Earth, and demanded evacuating the investigation site and destroying it as soon as possible.
The United Earth Security Council, at first, did not take the warning seriously, suspecting it was just a deception from both LIS and Zolarg Empire, trying to prevent United Earth from obtaining technologies that could help them win the war. Later events proved them wrong - 2 days later, the site was under attack - not by LIS, not by Zolarg Empire, but those unidentified machines they were supposed investigating. The machines were suddenly animated, hovered into the air, and revealed what they were - war machines, with the emblem of Alpha Draconians. Almost all staff at the site were killed in the matter of minutes, only a group of soldiers managed to escape, and reported their terrible story (with solid evidence recorded) to the Security Council.
Heard of such an event taking place, and reconsidering warnings from the Zolarg Empire, the Security Council decided to have the big issue discussed in the General Assembly, hopefully they could recognise the dangerous situation they were in.
Meanwhile, LIS and Zolarg Empire had also begun their search for Alpha Draconian existence within their occupation zones, and counter-ops against Alpha Draconian influence.
Under a common threat that could not be repelled with the power of a nation, three participant nations of this civil war held a close-door summit on day 178 in an United Earth city Neo Floridas under maximum security measures. On the next day, all leaders of the military came to an agreement - a ceasefire treaty that put a pause on the civil war, and a temporary alliance pact - known as ‘Delta Alliance’ by humans - that would last until the Alpha Draconians were repelled.
Exposures of Alpha Draconian expeditionary forces and the formation of a temporary alliance were quickly reported to Overlord by the covert agents within the United Earth General Assembly. Shocked to know his plan had gone wrong, the Overlord, immediately contacted his supervisors in the Ministry of Expedition. Without any response, the Overlord understood what had happened - His plan had been hijacked by the Inner Circle.
Indeed, the exposure of expeditionary forces in Barracuda Blues was the order of the Inner Circle, through the Ministry of Expedition which was under their control.
The Inner Circle also received reports of their successful sabotage on the Overlord’s plan. With now they knew the Overlord was in trouble, they began spreading the scandals of the Overlord ‘might even be unable to conquer a lesser civilization’, to cut down Overlord’s support from core Reptilian society. Now, with the information of this invasion leaked to both humans and Insectoids, and further pressured by the scandals, the Overlord had only one choice left for the invasion plan - launch the attacks immediately.
Alpha Draconian Invasion
On day 186, the day known as the ‘Invasion Day’, the remaining dormant expeditionary forces of Alpha Draconians inside human territory were activated under the orders of the Overlord himself, launched the Invasion of Humans, beginning from Barracuda Blues where their forces and one of their main portals were exposed.
The Allies were prepared, they had located and destroyed a few hidden Alpha Draconian facilities, and shared any intelligence known about Alpha Draconians. Yet were not on the upper hand. The cutting-edge war machines of Alpha Draconians was not something humans were able to deal with easily, the superior armour strength and stealth capabilities of Alpha Draconian forces had caused some significant loss of Allied forces.
On the other hand, Overlord tried to keep Zolarg Empire forces outside the war theater of human territory as first priority, preventing the Zolarg Empire from assisting humans with their intelligence and troops. Alpha Draconians inserted blockade fleets in neutral zones between the Zolarg Empire and United Earth, as well began rallying troops at Zolarg borders. The Zolarg Empire not just had difficulty helping humans defending against the invasion as their forces in United Earth were encircled, intensified conflicts and battles at Alpha Draconian borders were something they had to put more focus onto.
The invasion broke out from the inside spread like wildfire in human territory as the Zolarg Empire was not able to provide assistance. Just within a week, Alpha Draconian presence was reported in all human territories (in terms of before the civil war broke out). 58% of original human territories were occupied by Alpha Draconians within a week, mainly the areas around the Zolarg fronts.
Humans had no chances of counter strike at this moment, as the Overlord predicted. However, the Overlord had underestimated humanity. Instead of keeping an eye, he ‘confidently’ set the expeditionary to spontaneous mode, promising the core Reptilian society that humans would be brought under Alpha Draconians in no time (in order to retain his supporters).
The Counter Strike
Alpha Draconian domination on the battlefield lasted until United Earth deployed their new superweapon.
United Earth lacked new weapons of instant destruction needed to change the tide of war since the total decommission of the nuclear arsenal right after the establishment of the United Earth General Assembly. Considering reactivating the nuclear arsenal project would cause large discontent from both the General Assembly and the public due to the long term consequence of detonating nuclear weapons, the Security Council, long ago reviewed older military research projects to seek for a powerful weapon with minimal impacts upon use. And when the invasion broke out, they already had a weapon project at almost completion that came into handy - Particle Cannon. The research of this surgical-space-strike (accurate strike instead of mass destruction) weapon was greatly accelerated by the data from Alpha Draconian facility on Barracuda Blues. 14 days after the Invasion Day (day 200), the first Space Strike group had completed construction at United Earth’s capital shipyard on Earth orbit, assigned into and escorted by the only 3 main starship fleets.
Upon the new weapons were ready, Marshal Bradley of the United Earth Security Council authorized the largest military campaign in the war - Operation Zeus, which began from day 205, aimed to retake territories beyond the Zolarg fronts occupied by Alpha Draconians. Mobilizing over 54 land forces divisions, 6 Space Marines divisions, 31 space fighter wings and 2 starship fleets.
The first use of Particle Cannon was used in Battle of Leo-34, showing the impressive firepower to the entire humanity. The Alpha Draconian stronghold on the planet was reduced to scraps in the matter of a few Particle Cannon bombardments of the 3th Starship Fleet.
The particle cannon also shone on other major battles, including the largest starship battle Battle of Kelvin Rings that the superweapon put the end to Alpha Draconian ‘Eradicator’ class battleship (though that was not their strongest warship in service), and Siege of Venet-35 that the weapon critically broke the siege of Alpha Draconian forces on the colony.
Operation Zeus had achieved a massive success within two months. The Operation recovered 21% of original territories, and some post-war statistics estimated that the Operation had also destroyed almost half of the Alpha Draconian expeditionary forces.
LIS had also achieved victories after their deployment of Type-X EMP warheads that effectively paralyses robot-based Alpha Draconian forces and facilities upon detonation. Just within half of a month after the deployment, LIS was able to uproot all Alpha Draconian facilities and portals within their occupation zones and freed up a large amount of troops for offensive operations beyond their territories (to ‘liberate’ more colonies, of course). At the same time, LIS had also completed an counterintelligence research Project Beacon that analyses the activities and signals of Alpha Draconian covert agents and communications (using information provided by Zolarg and harnessing their expert knowledge of cybertechnology), greatly preventing further Alpha Draconian sabotages on Allied forces, and made the hidden movements of Alpha Draconians predictable from that time on.
The human counterattack progress stopped at regions around Barracuda Blues. At this moment Barracuda Blues was one of the last strategic locations for these intruders - where their last functional long range portal was located, the only available reinforcement station for them. However, also the most fortified position of Alpha Draconian intruders - not only the main portal was protected by the state-of-the-art fortress setup, other strongholds around Barracuda Blues formed a complete exterior defense system that was able to stop any starships approaching this critical site.
The counterattack of humans was reported back to the Ministry of Expedition for multiple times, however nobody read the report - The fierce political competition inside the Ministry between Overlord loyalist and Inner Circle had disrupted literally everything, ignited a few days after the blockade on the Zolarg Empire. Military officers and staff were being assassinated or replaced by the two parties very frequently, they had no time and effort to care about any operations of the expeditionary forces but tried to protect themselves or seek extra interest in this internal political rivalry.
As the regular functioning of the Ministry of Expedition came to a halt, the blockade fleet between Zolarg Empire and United Earth was soon out of control, without any coordination the blockade was breached by Zolarg fleets, like the blockade fleet was just a dull asteroid belt. Regaining the supply line to their occupation zones, the Zolarg Empire began sending their fleet and elite force Imperial Templars to the battlefronts in human territory against Alpha Draconians.
Overlord regained information and control of his expedition plan after Overlord loyalists successfully retaken control of the Ministry of Expedition as a series of bloody political events took place. Knowing his miscalculation on humans and he had missed a lot of events during the Ministry was handicapped, the Overlord ordered a regroup of all remaining expeditionary forces at Barracuda Blues, as well as authorising the expeditionary force access to advanced reserves of Alpha Draconian war machines, the Apocalypse Order, to terminate human resistance before it was too late to remedy the situation. An invasion fleet was also ordered to dispatch for securing the invasion plans, either backing the reinforcement up, or in case the last portal falls the fleet could still devastate the remaining human forces and do the occupation.
The Battle of Barracuda Blues - Twilight of the Intruders
All human major forces from both the United Earth and LIS, and later a small number of Zolarg forces from occupation zones, gathered near minor strongholds around Barracuda Blues. Deployments began on day 274, preparing for the last battle to stop Alpha Draconian invasion - which Allied forces had thrown literally everything they had into it, almost all of their major forces and types of weapons.
Alpha Draonians had gathered a majority of the first group of Apocalypse Order from Alpha Draconia arrived at Barracuda Blues, standing by at the site.
The Battle of Barracuda Blues broke out on day 277. The 2nd Vanguard Group led by United Earth Space Marines 1st Division secured a minor portal stronghold on Baston-36, under the support of the United Earth 3th Starship Fleet and Particle Cannons. Hackers from LIS performed a follow-up hacking of the portal control immediately, opening up a route to Barracuda Blues for major forces after 4.5 hours.
Commando platoon headed by the legendary United Earth elite Sarge led the charge into the Barracuda Blues through the portal, securing an area on the east wing of the main portal stronghold. The remaining forces of 2nd Vanguard Group established a forward base for providing support, with Main Battle Command led by Marshal Bradley of United Earth responsible for the main offensive operations following behind.
Other battle groups were told to tie up other minor strongholds to prevent their reinforcements to Barracuda Blues, and if possible, take over the portals in the minor strongholds.
The first attempts of siege, on the same day, had been unsuccessful. The defense of the main fortress complex was far more defended than imagined. The point laser defense system rendered conventional artillery fire useless, the firepower of the newly arrived Apocalypse Order outrunned offensives of the Allied forces, even the Allied forces were supported by 5th Battle Group later which successfully broke into the south wing through the portal of another stronghold. At the end of the day, the offensive operations had been temporarily halted under the order of Marshal Bradley to prevent further losses.
On day 288 Allied forces detected a larger group of Apocalypse Order reinforced Alpha Draconian forces in the fortress. Few hours later, Alpha Draconians began taking offensives targeting the Allied Main Command Group. Facing even stronger enemies than before, main forces of the Main Command Group were tied at their forward base and fell into a badly passive status, until 5th Battle Group received EMP missiles from LIS and sent help to break the enemy offensives.
On day 289, the 3rd Battle Group composed mainly of Zolarg forces entered the battle at the southern forward base, launching subterranean infiltration attacks into the west part of the fortress. Although the infiltration forces experienced heavy casualties as they broke into, however, provided an important internal structure intel of the main stronghold - there was an antenna structure acting as an command node of stronghold defense, which when sabotaged, it could weaken the coordination of, or even paralysing, the stronghold defenses. However, the infiltration forces also reported there was a massive energy flow towards the centre part of the facility, where the main portal was located, presumably sending in core forces, or worse, a destruction device known as ‘Annihilator’ by Zolarg forces which capable of releasing an energy blast that could destroy any non-Alpha Draconian machines and living being within 50 lightyears radius. The enemy reinforcement was predicted to arrive in three or four days.
The reports from the infiltration forces had put the Main Command into an anxious mood, since this meant not much time was left for them - longer the battle goes, worse the situation becomes. The Main Command Group decided to take another offensive the next day, after the United Earth 1st Starship Fleet sent Particle Cannons to provide heavy bombardments.
Still, Alpha Draconians were prepared, they had set up energy barriers to neutralize Particle Cannon fire. With even the superweapon of United Earth proven ineffective on this base, the Main Command Group offensive once again ended up with extra losses.
On the other hand, the portal stronghold connecting the Allied forward base on the south wing was under attack by Alpha Draconian forces from another minor stronghold, the 5th Battle Group and the 3th Battle group had their most convenient supply lines cut and now had to rely supplies from either the 1st Starship Fleet or the Main Command.
During the hardest times having almost no means to break the fortifications of this stronghold, the hackers and engineers controlling the portal in Baston-36 brought a good news in the late night of day 232, they managed to hack into the heavily encrypted internal portal system and obtained a segment of access code that allowed them to teleport at most a commando squad into the stronghold (due to limitations of incomplete access codes), which this chance could be used to sabotage the command node, allow the major forces destroying the fortification when it was disrupted. However, the code was estimated to be expired in approximately 7 hours.
In the same night, but a bit earlier, a small group of Zolarg Imperial Templars joined the Main Command Group, providing limited but valuable replenishment of Allied forces.
With an irreplaceable opportunity to break into this almost invincible fortress, the Main Command immediately reorganized the existing forces, preparing for an all-out attack in the next day - It was either the Alpha Draconians or humanity being defeated, this would be the last assault to terminate their ambitions, once and for all.
4 hours later, a squad with the best commandos from United Earth, LIS and Zolarg was organized for the most dangerous mission, they were teleported to the west block of the stronghold, and later assisted by another Zolarg subterranean assault force from the 3th Battle Group. Meanwhile, all the other Allied forces on Barracuda Blues, advancing towards the stronghold.
The major forces expected the defenses to be disarmed as they reached the enemy defense lines. Yet the infiltration forces had trouble making their way to the command node, encircled by the stronghold guards as the Allied forces entered the alert zones around the stronghold. The main forces could only hold their position, forced to fight with the enemy elite forces, until the commandos finished their task.
After approximately an hour of brutal battles inside and outside the stronghold, the commando squad, finally made their way to the command node, and installed a disruption device onto it.
The defenses of the stronghold were immediately turned down under the effect of the disruption device, including turrets, energy barriers and point laser defense system. The stronghold, now vulnerable to any human and Insectoid weaponry, soon the main defense was destroyed under intensive artillery barrage bombardments. Alpha Draconian forces were also affected by the disruption effects, their combat efficiency was greatly lowered - the coordination errors broke their formation, these steel machines of destruction began ramming into each other. At this moment, Alpha Draconians had lost their overwhelming advantage in this battle, every force defending the fortress were soon eliminated by the Allied forces, leaving the central portal defendless. Allied forces very quickly flooded into the stronghold, reaching their ultimate target of the battle - the main portal, which was seen charging up for receiving new reinforcements - that could make short work on the last human forces if unstopped.
The decisive battle defining the date of humans, ended with a Particle Cannon strike onto the portal, tearing the portal into pieces of scraps. The dawn on Barracuda Blues after the particle beam dissipated, marked the victory of the Allies.
Remaining Alpha Draconian threats in human territory were eliminated within two days after the victory in Battle of Barracuda Blues under the efforts of human forces. For the first time, the entire humanity successfully repelled an massive alien invasion.
The invasion had not ended yet, Alpha Draconian invasion fleet was still advancing towards human territory. It was until Zolarg fleets attacked Alpha Draconian starbases that forced Overlord to draw the entire fleet back for defense and postpone the invasion… infinitely.
Battle of Kaisergrounds - Conclusion Battle to the Human Civil War
The invasion was over, ending with the defeat of Alpha Draconians.
But not everything was over. The Delta Alliance Pact had expired, now United Earth and LIS had to put their focus back onto their civil war… only after they had taken a necessary break from a month of fierce battles.
The Zolarg Empire had most of their forces tired of the battles in human territory, and they needed more forces and officiers to manage their conflicts between them and Alpha Draconians. On day 312, about a month after the end of the invasion, they agreed to withdraw from the Human Civil War, returning all occupied territories to the United Earth and evacuate all their forces after taking some necessary responsibility (mostly repairing damages they had made), as requested by the United Earth General Assembly and agreed by LIS. The civil war was now and finally kept just between humans.
Things had been peaceful (if not considering some minor skirmishes on conflict site planets) until the war was continued with the last major battle broke out on day 351 - the Battle of Kaisergrouds, which both sides hoped to ‘conclude’ the war in this battle (as not much war supplies were left for large scale conflicts), on this strategic stronghold occupied by LIS - To LIS, a foothold for liberating the core economic regions of United Earth in the future. To United Earth, an important barrier to keep LIS away from the most resourceful colonies.
The extremely rare ion fog winters of Kaisergrounds disrupted communication devices and sensors, which however favoured United Earth offensive - their landing forces could sneak onto the planet without triggering the alarms of LIS forces.
It was not clear how the battle had fought due to the unavailability of communications and battlefield monitoring in ion fogs. However, two outcomes were confirmed for sure - First, it might have been a ‘fierce’ battle, in which United Earth recorded 78% losses of troops in the battle while LIS recorded 85% loss of their forces. Either killed or (less likely) lost in fogs. Second, it was the victory of United Earth, after 4 days of battle United Earth 12th Space Marines Regiment managed to take control of the entire planet and sent a shuttle for delivering a battle report.
Aftermath
10 days after the last battle (day 365), the military leaders of two sides met in the Roundtable Summit in the colony of New London.
The Armistice of Hoxton was signed, with the following details:
- Armistice: Military actions must not be taken inside territories of the United Earth and LIS for the upcoming 100 years.
- Border Regulations: Border lines between United Earth and LIS, named Hoxton Line, are maintained. No space vessels should cross the line, both sides have the right to shoot down any vessels that crossed the line, unless the vessel has authorised access.
- Embargo: Trades and shipments to and from LIS are forbidden. United Earth will enforce a blockade fleet along the Hoxton Line.
- Colonization restriction: LIS must not carry out colonization near or along the Hoxton Line.
- Trade Route Protection: Any LIS vessels with armaments equal to or more than corvettes will be regarded as violating United Earth trade routes.
- Violation of any of these regulations will be regarded as breaking the treaty.
- Any forms of independence by LIS will not be recognized and accepted by the United Earth General Assembly.
Eventually nobody achieved total victory in the Human Civil War, however, LIS actually ‘won’ the war. Colonies and cities occupied by LIS are no longer under the control of United Earth bureaucrats, they are freed from any forms of suppression and exploits, at least a better life can be started with ture fairness and autonomy guaranteed by the League.
Yet United Earth has also earned a ‘strategic’ victory, since they successfully defended most major regions, leaving LIS only able to have mostly barren planets of outer territories. The Armistice of Hoxton also allowed them to have limited control on the development of LIS.
The United Earth General Assembly was not satisfied with the outcome of the war - They understood that LIS had achieved their aim in the war. Now, the capabilities of the United Earth military were being questioned nationwide, even managed to repel the Alpha Draconian invasion - It shall be stopped to restore the reputation of the General Assembly. The General Assembly originally wanted to ‘retire’ Marshal Bradley to pacify the doubts of people, but changed their mind after reconsidering his achievements repelling an alien Invasion and read about his big military project to retake territories occupied by LIS, which the plan actually helped people put a larger confidence onto the military than before.
Speaking of the support, a tragedy for the Overlord of Alpha Draconians. The Overlord tried to cover up the failures of his expedition plans, however, the Inner Circle intercepted the intel. The scandal was soon delivered to all members of core Reptilian society, they now lost all confidence in the ‘weak’ Overlord that had completely ruined their national pride. Several days later, the Overlord was assassinated in a coup planned by the Inner Circle.
The seat of ultimate power was empty, but that is not a seat for many. A more intense, almost endless political rivalry took place between the Lords of Inner Circles beginning right after the death of Overlord, leading the entire empire into a state of political instability. Without a stable and powerful leader to rule the vast empire, the corruption in administration of Alpha Draconians is getting ten times more serious than before. Social order also began to collapse, leading to the disparity between the nobles and common civilians, and social unrests.
The instability of Alpha Draconians, and one more defeat for their seemed invincible military, gave confidence to the conspiracists hidden all over the empire. Some puppet regions began attempting to break away from Alpha Draconians. Though not all of them had been successful, more new powers have risen - Especially the New Galactic Empire, thirsted for galactic domination, is slowly overtaking the influence of Alpha Draconians in the shadows.
The Zolarg Empire finally found themselves a powerful ally to support each other against Alpha Draconian influence - Humans’ capability defending themselves against Alpha Draconian forces impressed not only the Insectoids of every hive, the Emperor is also glad to see this. A few months after the end of the Human Civil War, Zolarg Empire signed diplomatic memorandums with both LIS and United Earth, on the basis of cooperation during the invasion, to begin official peaceful interaction between Insectoids and Humans.
Zolarg forces returned from human territory also brought back some human technologies along with them. The inspiring foreign knowledge have stimulated further development of the Zolarg Empire in terms of economy, science, society and military, and indirectly led to an innovative invention of Insectoids - Mind Network.
While the human cities and colonies were rebuilding, humans also obtained interesting information from the remains of Alpha Draconian machines in Barracuda Blues. These cutting-edge machines have some linkage with the ancient aliens, which the scientists and archaeologists figured out these engines are derived from the ancient alien knowledge recorded on the artifacts scattered all around the galaxy. This discovery will bring drastic changes to human history, a new era of future technologies is predictable in the future not so far away.
Understanding they are not alone in the Galaxy, United Earth begin recognizing the importance of galactic diplomacy, in order to protect themselves (from Alpha Draconians that might return someday in a larger war), as well as seeking for new opportunities. they begin establishing contacts between alien civilizations as they colonize new planets, not just the major civilization like the Zolarg Empire, but also more minor ones.
The Milky Way Galaxy had changed a lot - although there had been wars, costing thousands of lives. Does the war worth anything in the end? Nobody will have an ultimate conclusion, what we know is, war, is always changing our history.
THAT IS ALL!
We also hope @bastecklein can leave some comments on the story idea so far.
Hello guys!
May I proudly present my fan lore about the history of My Colony Universe!
The calendars and year used would be Earth ones.
Time of the Ancients (??? ~ 1.2 billion years before Alpha Draconians)
Once there was a thriving old civilization ruled over the Milky Way Galaxy, which now they are called the Ancients. Even for the Alpha Draconians, there are limited documents about their history. The following will state the events recorded and decoded so far.
Rise of Reptilians (~4.1 ~ 2.8 million years before human history)
The Disappearance of the Ancients gave rise to the Reptilian immigrants, though discovered a bit lately, they began expanding further into the empty Milky Way Galaxy. Later the Reptilian Empire of Alpha Draconians was formed on the foundations of the disappeared Empire.
The Revival of Insectoid Civilization (~20th century of Human timeline)
Insectoids were being enslaved by Alpha Draconians for millions of years. However, an uprising changed the fate of the Insectoids, which led to the revival of the long lost Insectoid civilization, in the form of the Zolarg Empire.
Old Earth Era (year --~2051)
The Old Earth Era is the time of human history before United Earth. The Old Earth Era is when humans begin exploring more parts of the galaxy, as well as beginning extensive colonization on new planets.
Rebirth of Humanity (2051-2061)
Right after the Grand Collapse which marked the end of the Old Earth Era, humanity on Earth was in massive chaos, while most colonies outside Earth were deserted and had to survive on their own. Until the United Earth reunited humanity.
Rise of Humanity (2061-2083)
The New Era referred to the early times of United Earth after the recovery from the Old Earth era disaster. It was another golden age in human history, human civilization beginning to rise quickly in the Milky Way Galaxy. Despite opportunities, there were also new unknown challenges.
Human Civil War (2083-2084)
This was one of the most impactful wars in the Galaxy. Yes, it's name is Human Civil War, however, things were not simple as most thought at that time - it eventually involved the 3 major civilizations of the Galaxy, and also gave birth to the fourth major civilization. The war also impacted the future patterns in the Milky Way Galaxy.
New Galactic Era of the Milky Way Galaxy (From 2084 on)
The Human Civil War and the Alpha Draconian Invasion during the war, had drawn the major civilizations closer. The New Galactic Era was the time things in the Milky Way began developing in galactic scale and perspectives.
Who knows what the future holds?
Hopefully the timeline looked decent and reasonable for My Colony Universe!
Thanks for reading!
Notes: not all events are 100% accurate.
May I proudly present my fan lore about the history of My Colony Universe!
WARNING - EXTREMELY LONG POST
This post is very long - it will take some time to read.
THIS IS NOT CANON
Not all details have been confirmed or included as canon by @bastecklein or happened in any games related to My Colony Universe yet. The actual events may vary with those mentioned in this post.
Anyways, don't take that as 100% canon!
This post is very long - it will take some time to read.
THIS IS NOT CANON
Not all details have been confirmed or included as canon by @bastecklein or happened in any games related to My Colony Universe yet. The actual events may vary with those mentioned in this post.
Anyways, don't take that as 100% canon!
The calendars and year used would be Earth ones.
Time of the Ancients (??? ~ 1.2 billion years before Alpha Draconians)
Once there was a thriving old civilization ruled over the Milky Way Galaxy, which now they are called the Ancients. Even for the Alpha Draconians, there are limited documents about their history. The following will state the events recorded and decoded so far.
- The Old Holy Galactic Empire (???).
That was the oldest trace of the Ancients found. - Galaxian-Titan War (???).
There were very old literature records about this war. The war between the Holy Empire and the warlike colossus Titan civilization. There are still some rare Titan relics found in the Milky Way, though some historians doubted the reliability of them.
The war was supposed to put the Titans to extinction. - The Old Dark Galactic Empire (???).
Somehow the old Empire turned to the dark side. From this time on, the documents about them are more difficult to find. - Reptilian Exodus to the Milky Way (~3 billion years ago before Alpha Draconians).
The first record of Reptilian immigrants into the Milky Way from another galaxy. Some documents from Alpha Draconians stated their ancestors were nomads with only mostly low tech equipment. - Galaxian-Reptilian Wars (~2.3 billion years ago before Alpha Draconians).
The continuous immigration of Reptilians caused conflicts between these new migrants and the master of the Galaxy. However, the Reptilians were not expelled from the Milky Way successfully, an armistice was signed after prolonged warfare. Reptilians stopped immigration in exchange for peace. - Disappearance of the Old Galactic Empire (~1.2 billion years before Alpha Draconians).
The largest mystery of galactic history - the disappearance of the Ancients. Most existence of the vast Empire vanished just in a… flash, leaving most parts of the Milky Way Galaxy abandoned. Some radioisotopic dating recorded most ether pollutants of abandoned Ancient cities appeared since the event.
Rise of Reptilians (~4.1 ~ 2.8 million years before human history)
The Disappearance of the Ancients gave rise to the Reptilian immigrants, though discovered a bit lately, they began expanding further into the empty Milky Way Galaxy. Later the Reptilian Empire of Alpha Draconians was formed on the foundations of the disappeared Empire.
- The Reptilian Kingdoms (~0.6 million years before Alpha Draconians).
The Reptilians recognized the disappearance of The Ancients as scout ships were sent after years losing contact with them. Seeing this as an opportunity to expand their borders without anybody to stop them, the nomadic Reptilians soon reorganized themselves as the Reptilian Kingdoms. - Great Reptilian Expeditions (~0.5 million years before Alpha Draconians ~ 0.3 million years before Alpha Draconians).
Hundreds of expeditions were conducted by various Lords during the Kingdoms era. They salvaged most remaining technologies of the Ancients, however unable to decode all the data at this moment as their limited knowledge of these high end technologies. Some new Reptilian major cities rose from these ruins. - The Warring Lords (~0.3 million years before Alpha Draconians ~ 10 years before Alpha Draconians).
The powerful artifacts of the Ancients impressed the Reptilians - those supposed to bring prosperity to the entire race, however, became the source of ambitions for the Reptilian Lords. Thousand years of wars, were only for scrambling for these powerful gadgets. - Reptilian Unification War (~10 years before Alpha Draconians).
Kingdom of Draconis was the weakest kingdom among the Reptilians, until the time of Lord Alphari - influence of Draconis rose to new heights, threatening the strongest Reptilian Lords. Lord Alphari defeated all the Reptilian Lords in a 10-year long war, successfully unifying the entire Reptilian race for the first time since the immigration. - Birth of the Reptilian Empire - Alpha Draconians (~3.5 million years before human history).
Lord Alphari established the new unified Empire of the Reptilians, named Alpha Draconians, with the national motto ‘Rising from the Harshest to be the Strongest’. Alphari was the first Overlord of the Empire. - Successful Decoding of the Ancient Artifacts (~3.5 million years before human history).
One of another most impactful achievements of Overlord Alphari was, he supported, and later personally participated in the research of Ancient language decoding. With more plentiful resource support than ever, most major elements of the Ancient language were decoded, which allowed the Alpha Draconians to reverse-engineer these technologies, turning the undeveloped Reptilian civilization into one of the most brutal Galactic superpower, inherited with the most powerful technologies. - Glorious Conquests (~2.8 million years before human history).
Another greatest conquest of Alpha Draconians took place under the rule of Overlord Ks'khip. This famous Overlord of Destruction put an end to and enslaved thousands of minor civilizations scattered in the Milky Way Galaxy, which one of the civilizations includes Insectoids, providing highly reproductive slaves. This conquest created the foundation of core Alpha Draconian territory.
Right after such a successful conquest which brought Alpha Draconians to the peak golden age, the Reptilians began referring to themselves as ‘the descendants of the Ancients’. - Secretive Galactic Domination Doctrine (~2.8 million years before human history).
This doctrine formulated by the Overlord Ks'krupp, the descendant of Ks'khip, advocated the secretive way ruling the vast territory of the Empire spreading and maintaining influence by utilizing covert agents to control regions with minimal signs, which helps shaping the image of Alpha Draconians as an unreachable deity. Such doctrine impacted the future development of Alpha Draconians.
The Revival of Insectoid Civilization (~20th century of Human timeline)
Insectoids were being enslaved by Alpha Draconians for millions of years. However, an uprising changed the fate of the Insectoids, which led to the revival of the long lost Insectoid civilization, in the form of the Zolarg Empire.
- The Uprising on Draconis 12 (~1920s of Human timeline).
It was a historical turning point for both Alpha Draconians and Insectoids. The uprising led by the Insectoid Zolarg successfully overwhelmed the colonial government, and purged all the Reptilian existence on the planet. Freed from slavery, these first group of freedom fighters formed Zolarg Empire right on this planet - which the planet was renamed Zolarg Prime, and the uprising leader Zolarg became the first Emperor of the revivaled Insectoid civilization. The uprising also first revealed the corrupted, weakened national strength of the seemingly invincible Alpha Draconians, who were still blinded by their national pride. - The Insectoid Uprising Movements (1920~1950s of Human timeline).
Encouraged and inspired by the success of Zolarg's uprising, Insectoid slaves over Alpha Draconians also followed the same path revolting against slavery. Though not all had been successful, the Insectoids successfully took over an unimaginable number of Alpha Draconian colonies and cities. Most of the Insectoids who earned their freedom joined the Zolarg Empire to fight against the enemy of their ancestors. - The Revival War (1950~1970s of Human timeline).
Despite the success overcoming the slavery forces of their slave camps, the Insectoids had something more overwhelming to handle - the formidable regular forces of Alpha Draconians, trying to regain control on their slaves. Yet under the united command under Emperor Zolarg, they managed to defeat Alpha Draconian regular forces in this 27 year long war, using the new subterranean guerilla tactics. The war recorded heavy casualties of both sides, however, Alpha Draconians stalled their operations against the Insectoids, which earned extra time for the Zolarg Empire to fortify themselves and settle down some basic administration matters. - ‘Groot Opwekkingsplan’ (1970~2010s of human timeline).
This period was also known as the ‘Great Revival Period’, the period when Emperor Zolarg formulated the policies for the early Zolarg Empire, to rebuild, strengthen and revive the Insectoid civilization, to restore the dignity of the Insectoid race. Under the common efforts of the Insectoids, with the help from both knowledge from the ancestors and some basic industrial knowledge from Alpha Draconians, the foundations of the Zolarg Empire were built up. The fast-rising Zolarg Empire became a supernova of galactic power at the end of the Revival Plan. - Declaration of Insectoid Liberation (~1990s of human timeline).
Emperor Zolarg made a declaration on behalf of his Empire to Alpha Draconians - the Zolarg Empire, will liberate the remaining brothers and sisters under slavery at all costs. The Declaration established the long term aim of the wars against Alpha Draconians.
Old Earth Era (year --~2051)
The Old Earth Era is the time of human history before United Earth. The Old Earth Era is when humans begin exploring more parts of the galaxy, as well as beginning extensive colonization on new planets.
- The Jameson Formulas (2027).
The genius scientist Professor ‘Einstein Jr.’ Lob Jameson published a paper about special formulas of space continuum mechanics. These formulas make a breakthrough on long range space traveling technologies. - First Practical Hyperdrive Engine (2030).
With the help of Jameson Formulas, the first practical hyperdrive engine in human history was created by the team of Project Next Sun. The innovation was named Jameson Engine. - Journey of USP Discovery (2031-2033).
The USP Discovery is a test object for the Jameson Engine. The probe was launched by NASA of the USA in the year 2035. It had successfully taken photos and data recording of stars and planets at locations about a lightyear away, and at last hyperjumped back to Earth after 3 years of missions, with excellent integrity conditions maintained. - Planetary Decay Theory (2031)
Ecologists and geologists discovered a strange phenomenon taking place on Earth, the important resources, from the minerals to the oil, began decaying into unrecyclable, unusable forms. It was suspected that this decaying was catalysed by climate change.
A theory was formulated predicting the depletion of vital resources within years and this must be stopped. However, most people did not believe this theory to be true, until the Global Resource Crisis. - The Space Colonization Race (2032-2047)
With long range space travelling became more possible at that time, a new space race was ignited globally - from the global powers to the most underdeveloped countries, from government bodies to independent organisations, they had their own aims. Some seek for wealth and resources, some seek for opportunities and a new start, some seek for knowledge and discovery. It was a milestone for humanity - first attempts for an extensive space colonization in history. - Global Resource Crisis (2038-2050)
The worries stated in the Planetary Decay Theory was proven a fact in 2038, beginning with the abnormal depletion of oil fields in Arabia - the black gold turned into black, harmful, indecomposable sludges.
For the coming years, more vital resources from iron ores to rare earth metals decayed into sand and dust, which greatly impacted the global economy at the foundations. Which eventually caused all space colonization programmes abandoned by Earth in the year 2047. - Miracle Formula (2050)
The Project SEED ecologists from colonies discovered the Miracle Formula, which included a method to reverse the process of planetary decay. It was sent to Earth in the year 2050. - Restoration of Earth (2051)
Terraforming devices derived from the Miracle Formula successfully restored Earth back to the conditions about 150 years ago within a year, which saved the entire humanity on the Earth. - The Grand Collapse (2051)
Although Earth had been saved from a catastrophe, however, the existing governments no longer had any capabilities maintaining the nations, after years hammered by the economic impacts from such a disaster. The world fell into the status of anarchy.
Rebirth of Humanity (2051-2061)
Right after the Grand Collapse which marked the end of the Old Earth Era, humanity on Earth was in massive chaos, while most colonies outside Earth were deserted and had to survive on their own. Until the United Earth reunited humanity.
- United Nations Dissolved (2051)
Without any valid members at all, and at risk of ‘bankruptcy’, the United Nations officially dissolved, with all its assets sold at the end of the year, to a group of plutocrats who had survived the crisis. - Formation of United Earth (2052)
The legacies of the United Nations were reused by these plutocrats, they rebranded the old international governmental body into a new organisation the United Earth, aimed to restore prosperity and order of the Old Earth. - Earth Reunification War (2054-2055)
After 2 years of preparation though gathering weapons and manpower from black markets and government fire sales, the global military campaign was launched by United Earth. In the 1.4 year long war, United Earth brought the major cities and regions under their control.
The rise of United Earth was inevitable to the rest of the world. It had pressured the remaining regions, no matter at war or not, surrendered and accepted annexation at the end of the war. - Official Establishment of United Earth (2056)
A month after the end of the Reunification War, the main official governmental structure of United Earth was established - The President taking the leader role of the government, with the General Assembly responsible to the President.
The General Assembly is the decision making centre of the United Earth, composed of representatives from different administrative regions to show a certain extent of democracy. However, the President still has absolute veto power in the General Assembly, in addition to a series of exclusive powers. - Restarting of Colonization Programmes (2061)
With the Earth gradually stabilized and having the economy restored back to early 21th century standards, United Earth announced the recontinuation of space colonization projects abandoned by the Old Earth. This included re-establishing control on the remaining surviving Old Earth era colonies.
The restarting of colonization was regarded as the dawn of the United Earth era in human history - from that time on, human civilization began to develop and expand faster than ever.
Rise of Humanity (2061-2083)
The New Era referred to the early times of United Earth after the recovery from the Old Earth era disaster. It was another golden age in human history, human civilization beginning to rise quickly in the Milky Way Galaxy. Despite opportunities, there were also new unknown challenges.
- First Reformation of Security Council (2063-2065)
The national security agency of the United Earth, Security Council, went under a series of reformation from 2063 to 2065, improving and fostering the efficiency of peacekeeping missions on Earth and foreign colonies, as well as established a controversial high pressure security regulation called AEGIS Protocol. - Formation of Space Marines (2068)
In order to protect foreign colonies and Earth from potential Alien threats, United Earth Space Marines (UESM) was formed.
Space Marines gradually replaced Peacekeepers security forces of the United Earth as the official military. - First Official Contacts with Minor Alien Civilization (2069)
United Earth colonization fleets discovered an underdeveloped alien civilization on the planet Hakenduz-35. United Earth officially contacted the Hakenduzians, establishing the first diplomatic relations with an alien race. - Alien Membership System (2071)
With more and more minor alien civilizations discovered, United Earth saw that as an opportunity of wealth and influence. In order to convince them sharing their resources with United Earth, an Alien Membership System was established, allowing alien member states to enjoy a series of benefits including protection from Space Marines and preferential treatment on trades. In return, the alien member states had to pay yearly membership fees. - First Starship in Human History (2071)
The first starship of United Earth, UES Ark, finished construction in 2071, Martian Industries shipyard on Mars orbit. UES Ark was a prototype long range colony ship, built for exploration and colonization of the Icarus System. - Deimos Events (2072)
It was a legend of the legendary Space Marines elite squad led by Sarge, a story to save Earth from an evil artificial intelligence - though, with some confidential details which United Earth decided to keep it secret, rumored to be time travel to erase history of a parallel timeline. - Wormhole Navigation Technology (2075)
A set of technological advancements in space navigation technology allowed safe traveling of wormholes, which the wormholes act as a great shortcut for expanding into further regions.
Human Civil War (2083-2084)
This was one of the most impactful wars in the Galaxy. Yes, it's name is Human Civil War, however, things were not simple as most thought at that time - it eventually involved the 3 major civilizations of the Galaxy, and also gave birth to the fourth major civilization. The war also impacted the future patterns in the Milky Way Galaxy.
- Secret Independence Society (~2068)
The Secret Independence Society (SIS) was the predecessor of the League of Independent States. It was established shortly after United Earth began using high pressure policies to tighten control on the colonies. The SIS worked in secret, cooperated with suppressed people and black markets. Their ultimate aim was to bring true freedom to humanity, freeing them from the internally corrupted ‘tyranny’ of United Earth. They are also one of the earliest groups of humans who made contact with another major civilization in the Galaxy (to be specific, Zolarg Empire) far before United Earth even acknowledged their existence.
Their existence remained very much not known by the United Earth until the outbreak of the Civil War. - The Alpha Draconian Conspiracy (around a few months before the outbreak of war)
It had been a tough time for Alpha Draconians since the Insectoid slave uprising events. To restore the national pride of Alpha Draconians and to find resources repairing the badly impacted economy, Overlord Betahan decided to prepare a secret invasion on humans, picking the timing humans were at the blink of civil war.
At the same time, another conspiracy took place internally - the rivalry between the Overlord and the Lords of Inner Circle. - Terra Nova Incident (2083)
The Incident was the fuse of this war. Everything started with Terra Nova boycotting the heavy taxation of United Earth. Unable to bring the situation under control through conventional routines, United Earth decided to take the most violent military action against Terra Nova (which such decision was partly due to Alpha Draconian covert agents secretly intervened the General Assembly, to accelerate the outbreak of war).
The incident provided an excellent excuse and opportunity for SIS to throw up a nationwide independence war. SIS militias ambushed the Space Marines in Terra Nova, liberated the colony, and officially declared war on United Earth.
From that time on SIS was officially renamed as the League of Independent States (LIS). - Zolarg Empire Entry into the War (2083)
Before the war, LIS secretly signed an alliance pact with the Zolarg Empire a few months ago (for different aims respectively, but both sides were seeking bilateral support).
LIS called for Zolarg reinforcements under strong countermeasures of the United Earth. The entry of the Zolarg Empire into the Human Civil War had successfully put the United Earth into a war of two fronts, however the overall situation had not improved very much, the war turned into a stalemate afterwards. - Barracuda Blues Events, and Alpha Draconian Invasion (2084)
United Earth discovered an Alpha Draconian secret stronghold with an army of war droids (built for invading humans) in the colony Barracuda Blues, mistaken as an abandoned military research facility. United Earth sent scientists to the site in order to obtain unknown technologies that could help them win the war against LIS.
The discovery at Barracuda Blues was the result of political rivalry in Alpha Draconians, the Inner Circle attempted to sabotage Overlord's invasion plans.
The true identity of the facility and the ‘mysterious machines’ was not known by humans, until similar Alpha Draconian war machines of similar models popped out from nowhere, attacking human colonies and cities - The beginning of Alpha Draconian Invasion, an unexpected event during the civil war. - Battles Against Alpha Draconians (2084)
At the beginning of the Invasion, Alpha Draconians had been successful that they had occupied over half of United Earth territory.
Under a common threat from afar, the United Earth, LIS and the Zolarg Empire agreed to put a pause on the civil war, and formed a temporary alliance to expel Alpha Draconian intruders. Their joint operations successfully recapture human territory one by one, slowly setting the intruders back.
Alpha Draconian Invasion ends after the decisive Battle of Barracuda Blues, the last main portal stronghold destroyed by the alliance, all the Alpha Draconian forces in human territory were shortly destroyed. - Continuation Human Civil War (2084)
The civil war was not over.
Despite victories repelling Alpha Draconian invasion, the forces of United Earth, LIS and Zolarg were almost exhausted in fierce battles with Alpha Draconians (especially after the Siege of Barracuda Blues), little resources they had to continue a large scale war.
While the Zolarg Empire quitted the war by signing a white peace with the United Earth, both LIS and United Earth sought an opportunity to conclude the war in a single battle.
The Battle of Kaisergrounds was the end point of the Human Civil War, the only but the last battle after the Invasion event. Kaisergrounds was a strategic stronghold which was the important gateway to the core economic regions of United Earth. The battle ended with the United Earth forces regained control of the planet, it had contributed United Earth a strategic victory.
New Galactic Era of the Milky Way Galaxy (From 2084 on)
The Human Civil War and the Alpha Draconian Invasion during the war, had drawn the major civilizations closer. The New Galactic Era was the time things in the Milky Way began developing in galactic scale and perspectives.
- Armistice of Hoxton (2084)
The Armistice of Hoxton officially ended the Human Civil War, despite it being just an armistice. The armistice defined the United Earth-LIS border in the future, which the border line was known as the Hoxton Line.
To conclude, nobody had won a total victory in the Human Civil War, however, each side won alternatively - United Earth won a strategic victory which LIS could no longer push deeply into the core territories, while LIS achieved their primary aim of gaining independence. - Official Establishment of League of Independent States (2084)
The League of the Independent States was officially established 3 months after the Armistice of Hoxton was in effect. The League promised fairness, autonomy and freedom to the member states as stated in the Declaration of Independence.
The League of the Independent States had no actual leader in power. Instead, each member state cooperates under the common principles, bearing the common responsibilities protecting people of the League.
Though the establishment of LIS was officially recognized by their ally Zolarg Empire, the United Earth General Assembly declared they would never accept any rogue states in their ethnic territory. - The Midnight Coup (~2084)
With the failure of invasion on humans, the core Reptilian society of Alpha Draconians lost all confidence in Overlord Betahan. Shortly after the end of invasion the Overlord was assassinated by Inner Circle covert agents.
However, it did not put an end on the political crisis in Alpha Draconians, the coup further made everything worse instead. Every Lord of Inner Circle schemed to reach the throne of ultimate power, however there could only be one supreme ruler in Alpha Draconians. In order to secure the thrones for selves, the Lords fell into a status of internal political war.
The absence of Overlord, and the internal political instability, catalysed the decay of Alpha Draconian influence in the Galaxy. - Emerging of New Galactic Empire (2086)
The decayed Alpha Draconian influence after the Midnight Coup were not able to maintain control on a number of puppet states and territories, they began to break away from the Alpha Draconians.
This had also given rise to the mysterious organization New Galactic Empire, who then annexed part of the states that broke away from Alpha Draconians. They called themselves the true descendants of the Old Galactic Empire, who carried the ‘inevitable destiny’ reviving the old Imperial glory.
Though the ambitious organisation lacked strength to compete with any of the galactic powers in the Milky Way at the moment, the powers actually worried the ‘New Empire’ could be a large threat to them in the future, given their capabilities spreading influence at an unprecedented rate. - Further Discoveries in Barracuda Blues (2086)
United Earth sent another research team investigating the remains of the Alpha Draconian stronghold and facilities. The team revealed a fact about Alpha Draconian technologies - they were derived from the Ancient technologies recorded on the ancient artifacts.
The discovery further fostered the research and decoding on the information on the artifacts of the Ancients in United Earth. - Bradley's Military Reform (2086-2093)
The new head of the United Earth Security Council, Marshal Bradley (which was the supreme commander throughout the Human Civil War), threw up a massive military reformation in order to suppress the military capabilities of LIS, including expanding the scale of Space Marines and especially the Starfleet (which the number of starships during the Civil War barely met demands on the battlefields), written a new professionalism military doctrine, and supported the development of new generation starships. - LIS Black Market Trade Union (2088)
The blockades and embargo on LIS by United Earth had cut down most of the methods for LIS to contact the outside world. In order to survive and maintain development under the difficult conditions, LIS officially established the LIS Black Market Trade Union which facilitates external and domestic trade of their member states. - Galactic Colonization Race (2102~???)
Seeking for further power in the Milky Way Galaxy for their own aims, the 4 civilizations of the Galaxy entered the galactic colonization race one by one. Alpha Draconians started the race, who were desperate to restore their ‘superiority’ in the Galaxy despite political instability.
From the centre of the Galaxy to the Outer Rims, they were all targets of colonization. - United Earth Ancient Archives (2109)
The Archives is a department of United Earth which is responsible for regulating research and usage related to Ancient alien technologies. Apart from regulations, they also take part in the research of the ancient technologies. Since the Archives existed United Earth had better progress extracting ancient knowledge with better organisation. - Chaos in Alpha Draconis and Restoration of Overlord (2112)
Oligarchists in Alpha Draconis had been dissatisfied with the absence of Overlord for a period of time. With the old culture of Reptilians being harmed, these angry nobles stirred up chaos in the capital city, urging the restoration of Overlord.
Without any other ways to suppress or pacify them, the Lords of the Inner Circle could only do as what these (lower) nobles asked them to (well, since their own plans were also disrupted due to the chaos).
The exiled younger brother of the previous Overlord Betahan, Deltahan, was put to the throne. Despite being an Overlord, most actual powers were still in the hands of the Inner Circle, Deltahan was just nothing more than a puppet. - Zolarg Scholars Journey to United Earth (2113)
A team of scholars from the Zolarg Empire, led by the Imperial High Scholar Abbe Amber, set off to United Earth for a study trip of human technologies.
Scholars and scientists of the United Earth and the Zolarg Empire exchanged each other's knowledge and culture. While Zolarg scholars earned a bunch of precious knowledge which could help the technological development of the Zolarg Empire, the trip had also fostered the understanding between the United Earth and the Zolarg Empire, easing the tension since the Human Civil War a bit. - Insectoid Mind Network Technology (2116)
A breakthrough in neuroscience research in the Zolarg Empire had led to an innovation - the Insectoid Mind Network, designed to foster understanding of consciousness and thinking, and enhancing advanced, direct communication and coordination of Insectoid society. - Cyberonic Transcendence (2119)
A private United Earth research institute Transcendent Technology successfully prototyped Neuro-microchips (NMC), which were compatible with human neuro systems, small in size, but ten times more efficient than average human brains.
The technology contributed to turning the futuristic cyberonic transcendence reality among humans.
Who knows what the future holds?
Hopefully the timeline looked decent and reasonable for My Colony Universe!
Thanks for reading!
Notes: not all events are 100% accurate.
Greetings!
Around 2 years ago I've created this post which is about the unofficial timeline for the world in My Colony.
Since then, our favorite dev @bastecklein had referenced a lot of things in that post when expanding the actual lore of My Colony, eventually My Colony Universe is officially born which connected various My Colony spin-off games together.
Now I've reviewed my long and old post which isn't really something refined (and somehow grammatically terrible), I've decided to create an revised version of it. While refining and altering some context and contents, there will also be few new major events as new additions.
Another major change is about events during the Old Earth era and the time transitioning to United Earth, which I would like to make them slightly more reasonable, though the progress would still be relatively accelerated compared to reality.
Enjoy!
Time of the Ancients
(Uncertain, estimated to be billions of years before Alpha Draconians)
👇Just click the text with dotted underline to see the entire section.
Time of the Ancients
Interbellum, Rise of Reptilians and Draconian Era
(4 million years ~ 2 million years before human history)
Rise of Reptilians
The Revival of Insectoid Civilization
(Parallel to 19th~20th century of Human timeline)
The Revival of Insectoid Civilization
The Old Earth Era
(Year -2051)
The Old Earth Era
The United Earth Era
(2051-Present)
The United Earth Era
Human Civil War
(2087-2089)
Human Civil War
New Galactic Era
(2089-Present)
New Galactic Era
Who knows what the future holds?
Note that these are just my own interpretations over the events, it is not official reference, but hopefully enhance your understanding over the My Colony Universe, and had fun reading it.
Thank you for reading!
Around 2 years ago I've created this post which is about the unofficial timeline for the world in My Colony.
Since then, our favorite dev @bastecklein had referenced a lot of things in that post when expanding the actual lore of My Colony, eventually My Colony Universe is officially born which connected various My Colony spin-off games together.
Now I've reviewed my long and old post which isn't really something refined (and somehow grammatically terrible), I've decided to create an revised version of it. While refining and altering some context and contents, there will also be few new major events as new additions.
Another major change is about events during the Old Earth era and the time transitioning to United Earth, which I would like to make them slightly more reasonable, though the progress would still be relatively accelerated compared to reality.
Enjoy!
WARNING - EXTREMELY LONG POST
This post is very long - it will take some time to read.
NOT ALL CONTENTS ARE CONSIDERED CANON
Not all details have been officially included canon or actually took place in any games related to My Colony Universe. The actual events may also vary with those mentioned in this post.
Anyways, it's just for reference, I recommend reading it in a relaxing manner. :P
The unit of time measurement is based on Earth calendar.This post is very long - it will take some time to read.
NOT ALL CONTENTS ARE CONSIDERED CANON
Not all details have been officially included canon or actually took place in any games related to My Colony Universe. The actual events may also vary with those mentioned in this post.
Anyways, it's just for reference, I recommend reading it in a relaxing manner. :P
Time of the Ancients
(Uncertain, estimated to be billions of years before Alpha Draconians)
Once upon a time there was an thriving civilization ruled over the Milky Way Galaxy, which now they are called The Ancients. Even in the Royal Libraries of Alpha Draconians, not much documentations of their unimaginably long history has been recovered, but many of them become legends and folklore among various old and elder civilizations across the Milky Way. The following events are what known to the present-day Milky Way.
👇Just click the text with dotted underline to see the entire section.
Time of the Ancients
The Old Holy Galactic Empire
The oldest trace of The Ancients that can be found in present-day.
Some artifacts from this period reflected worship of pure energy entities, which its sophisticated pantheon have shown distant relationship and influence to cultural and religious beliefs of some races of Milky Way.
The oldest trace of The Ancients that can be found in present-day.
Some artifacts from this period reflected worship of pure energy entities, which its sophisticated pantheon have shown distant relationship and influence to cultural and religious beliefs of some races of Milky Way.
Titan War
Perhaps the most well-known conflict in the Ancients' period, it took place around the late Holy Galactic Empire period - A legend of two dominant galactic powers battle for their total domination of Milky Way.
The Titanis was the sole opponent of the Old Galactic Empire at that time, it is a collective of races under the rule of Titans, a race of colossal entities. However, unable to surpass Empire in terms of the ability to manipulate raw energy and matter, the Titans end up defeated and extinct after the war.
Various wartime relics form both Empire and Titanis are discovered. However the reliability of several Titan relics (particularly some Titan remains) are doubted by modern historians and scientists (and even some New Galactic Empire scholars) and the debates still goes on today.
Perhaps the most well-known conflict in the Ancients' period, it took place around the late Holy Galactic Empire period - A legend of two dominant galactic powers battle for their total domination of Milky Way.
The Titanis was the sole opponent of the Old Galactic Empire at that time, it is a collective of races under the rule of Titans, a race of colossal entities. However, unable to surpass Empire in terms of the ability to manipulate raw energy and matter, the Titans end up defeated and extinct after the war.
Various wartime relics form both Empire and Titanis are discovered. However the reliability of several Titan relics (particularly some Titan remains) are doubted by modern historians and scientists (and even some New Galactic Empire scholars) and the debates still goes on today.
Grand Division of Pharan Empire
Phara was the largest ally of Old Galactic Empire and strongest of the minor powers during the Titan War. However, after a chain of internal political events, the Pharan Empire split into divided Dynasties ruled by their respective Grand Houses.
Most ancient Pharan documentations were permanently lost during the event.
Phara was the largest ally of Old Galactic Empire and strongest of the minor powers during the Titan War. However, after a chain of internal political events, the Pharan Empire split into divided Dynasties ruled by their respective Grand Houses.
Most ancient Pharan documentations were permanently lost during the event.
Dark Galactic Empire
The period after the Old Galactic Empire crushed their sole rival of the galaxy and achieved galactic dominance.
For some reason, the Old Galactic Empire abandoned their belief of energy entities, instead, near-fanatical dedication exploring ultimate possibilities of dark matter becomes the major feature of this period.
Despite it is the period after the Holy Empire, unfortunately, information of this period is relatively more scarce - The multidimensional complexity of their relics keeps information in them highly difficult to be discovered and extracted.
The period after the Old Galactic Empire crushed their sole rival of the galaxy and achieved galactic dominance.
For some reason, the Old Galactic Empire abandoned their belief of energy entities, instead, near-fanatical dedication exploring ultimate possibilities of dark matter becomes the major feature of this period.
Despite it is the period after the Holy Empire, unfortunately, information of this period is relatively more scarce - The multidimensional complexity of their relics keeps information in them highly difficult to be discovered and extracted.
Reptilian Exodus to the Milky Way
The first records of Reptilian immigrants into the Milky Way from another galaxy was during the Dark Galactic Empire period. From some documents of Alpha Draconians, Reptilian ancestors started as nomads with only mostly low tech equipment when their "primitive" intergalactic transport landed on the Outer Rim Region.
The first records of Reptilian immigrants into the Milky Way from another galaxy was during the Dark Galactic Empire period. From some documents of Alpha Draconians, Reptilian ancestors started as nomads with only mostly low tech equipment when their "primitive" intergalactic transport landed on the Outer Rim Region.
Empire-Reptilian Conflict
While Reptilians tried to make themselves a new home at Outer Rim Region, Old Galactic Empire was unwelcoming towards the continuous immigration of the Reptilians. As a result several conflicts broke out, but none never end up into a major war.
After several head-on confrontations and negotiations, Reptilians signed permanent truce with the Old Galactic Empire and earned their space of survival, however, the Empire barricaded all the remaining immigrants from entering Milky Way, which the fates of these immigrants remained unknown.
While Reptilians tried to make themselves a new home at Outer Rim Region, Old Galactic Empire was unwelcoming towards the continuous immigration of the Reptilians. As a result several conflicts broke out, but none never end up into a major war.
After several head-on confrontations and negotiations, Reptilians signed permanent truce with the Old Galactic Empire and earned their space of survival, however, the Empire barricaded all the remaining immigrants from entering Milky Way, which the fates of these immigrants remained unknown.
Second Pharan Empire
After millenniums of internal conflicts, Pharans barely reunited themselves, the Second Pharan Empire was established and maintained relative cohesion and peace between Grand Houses for the long period afterwards.
After millenniums of internal conflicts, Pharans barely reunited themselves, the Second Pharan Empire was established and maintained relative cohesion and peace between Grand Houses for the long period afterwards.
Vanishing of The Ancients
One of the largest mysteries in Milky Way history, which the entire population and objects of the Old Galactic Empire, vanished.
There had been many hypothesizes trying to explain the event, the most popular one being The Ancients successfully achieved certain breakthroughs in science and transcended into higher beings unrestricted by physical plane.
Radioisotopic raw ether are discovered at planets that were once Imperial settlements, which seemed to be remains of physical biomass of Ancients, or a by-product of the process causing the entire vanishing.
One of the largest mysteries in Milky Way history, which the entire population and objects of the Old Galactic Empire, vanished.
There had been many hypothesizes trying to explain the event, the most popular one being The Ancients successfully achieved certain breakthroughs in science and transcended into higher beings unrestricted by physical plane.
Radioisotopic raw ether are discovered at planets that were once Imperial settlements, which seemed to be remains of physical biomass of Ancients, or a by-product of the process causing the entire vanishing.
Interbellum, Rise of Reptilians and Draconian Era
(4 million years ~ 2 million years before human history)
After the vanishing of the Ancients, over 80% of the Milky Way became unoccupied and abandoned. This is the period many young races rose to reshape the galactic balance of power, but only the Reptilians became the most successful - From the foundations and physical legacies left by the Ancients, Reptilians thrived as the new superpower of the Galaxy, the Alpha Draconians.
Rise of Reptilians
Early Atlanians and Kingdom of Aqua
Atlanians was an aquatic race that managed to civilize themselves during the Interbellum, and evolved into amphibious creatures that has strong adaptive ability to both dry land and aquatic environments.
Kingdom of Aqua was the first period of Atlanian history they begin space exploration and primitive extraterrestrial colonization.
Atlanians was an aquatic race that managed to civilize themselves during the Interbellum, and evolved into amphibious creatures that has strong adaptive ability to both dry land and aquatic environments.
Kingdom of Aqua was the first period of Atlanian history they begin space exploration and primitive extraterrestrial colonization.
Reptilian Kingdoms
As the scout ships returned bizarre news that the Ancients had ceased to exist, the Reptilians saw their long waited opportunity expanding towards the Central Vortex. Deeply inspired by the Old Galactic Empire, many Reptilians dreamed of building their own powerful interstellar regime. As a result numerous Reptilian Kingdoms with relatively primitive organization were established, completely replacing their original nomadic society within few decades.
As the scout ships returned bizarre news that the Ancients had ceased to exist, the Reptilians saw their long waited opportunity expanding towards the Central Vortex. Deeply inspired by the Old Galactic Empire, many Reptilians dreamed of building their own powerful interstellar regime. As a result numerous Reptilian Kingdoms with relatively primitive organization were established, completely replacing their original nomadic society within few decades.
Great Reptilian Expedition
After years of preparation, various Kingdoms launched their expedition to the deeper regions of the Galaxy, returning with generous amount of salvaged bounties from ancient ruins and locations of the abandoned Ancient cities.
Later, Reptilians colonized the Ancient cities as their new settlements.
After years of preparation, various Kingdoms launched their expedition to the deeper regions of the Galaxy, returning with generous amount of salvaged bounties from ancient ruins and locations of the abandoned Ancient cities.
Later, Reptilians colonized the Ancient cities as their new settlements.
Bowuland Insectoid Hive Tribes
The earliest form of Bowuland Insectoid (Later Zolarg Insectoids) civilization known. Before the period of Zolarg Empire, Bowuland Insectoid breeds were relatively mild and much less invasive, and achieved developing a society with great self sufficiency and sustainability of food, with knowledge of primitive metallurgy.
With no ideas and ambitions beyond their home Gaia World planet, Insectoids of the period had never entered process of industrialization and space exploration.
The earliest form of Bowuland Insectoid (Later Zolarg Insectoids) civilization known. Before the period of Zolarg Empire, Bowuland Insectoid breeds were relatively mild and much less invasive, and achieved developing a society with great self sufficiency and sustainability of food, with knowledge of primitive metallurgy.
With no ideas and ambitions beyond their home Gaia World planet, Insectoids of the period had never entered process of industrialization and space exploration.
Unity Movement of the Atlanians
According to an Atlanian legend, conflicts between Atlanian colony Kingdoms were very common, until inspired by the idea of balance and peaceful coexistence started an peaceful unification movement which led to founding of the present-day Confederation of Atlanian Kingdoms.
According to an Atlanian legend, conflicts between Atlanian colony Kingdoms were very common, until inspired by the idea of balance and peaceful coexistence started an peaceful unification movement which led to founding of the present-day Confederation of Atlanian Kingdoms.
Age of the Warring Lords
Reptilians had shown great interest upon the relics and artifacts they salvaged form Ancient sites, and discovered the unimaginable potency they hold. Impressed by the power of ancient technology, it gave rise to Reptilian ambitions of interstellar conquest.
Seek to destroy other potential internal rivals, Reptilians entered a long period of most merciless infighting, just to control the Ancient artifacts they have yet to understand how to use them.
Reptilians had shown great interest upon the relics and artifacts they salvaged form Ancient sites, and discovered the unimaginable potency they hold. Impressed by the power of ancient technology, it gave rise to Reptilian ambitions of interstellar conquest.
Seek to destroy other potential internal rivals, Reptilians entered a long period of most merciless infighting, just to control the Ancient artifacts they have yet to understand how to use them.
Reptilian Unification War and founding of Alpha Draconians
Kingdom of Draconis had long been one of the weakest kingdom among the Reptilians, until the time of the genius leader Lord Alphari - Draconis strength and influence rose to new heights, on par with the strongest Reptilian Lords. Lord Alphari defeated all other Reptilian Lords just in 10 years, successfully achieved true unification of the entire Reptilian race for the first time in Milky Way Reptilian history since the immigration.
As the unification had completed, Alphari crowned himself as the first Overlord, establishing the Reptilian empire of Alpha Draconians which marked the beginning of Reptilian golden age.
National motto of Alpha Draconians, "Rising from the Harshest to be the Strongest", was also given by Alphari himself, as an reflection to his early life struggles and success.
Kingdom of Draconis had long been one of the weakest kingdom among the Reptilians, until the time of the genius leader Lord Alphari - Draconis strength and influence rose to new heights, on par with the strongest Reptilian Lords. Lord Alphari defeated all other Reptilian Lords just in 10 years, successfully achieved true unification of the entire Reptilian race for the first time in Milky Way Reptilian history since the immigration.
As the unification had completed, Alphari crowned himself as the first Overlord, establishing the Reptilian empire of Alpha Draconians which marked the beginning of Reptilian golden age.
National motto of Alpha Draconians, "Rising from the Harshest to be the Strongest", was also given by Alphari himself, as an reflection to his early life struggles and success.
First Successful Decoding of the Ancient Artifacts
The Ancient Alien research was one of another most impactful achievements and legacies of Overlord Alphari during his reign, for he had greater insight over the usage of alien artifacts. Alpha Draconians was also among the first ones establishing an dedicated and successful institute studying Ancient artifacts and relics, which Overlord Alphari also personally participated in it in addition to providing material and political support.
From the further understanding over these ancient gadgets, Alpha Draconians effectively reverse-engineered Ancient advancements for their own purpose. The absolute technological supremacy of Alpha Draconians gained from Ancient knowledge effectively turned the Reptilian empire into the sole and most brutal galactic superpower of the time.
The Ancient Alien research was one of another most impactful achievements and legacies of Overlord Alphari during his reign, for he had greater insight over the usage of alien artifacts. Alpha Draconians was also among the first ones establishing an dedicated and successful institute studying Ancient artifacts and relics, which Overlord Alphari also personally participated in it in addition to providing material and political support.
From the further understanding over these ancient gadgets, Alpha Draconians effectively reverse-engineered Ancient advancements for their own purpose. The absolute technological supremacy of Alpha Draconians gained from Ancient knowledge effectively turned the Reptilian empire into the sole and most brutal galactic superpower of the time.
Reptilian Galactic Conquest
The next and the largest conquest of Reptilians took place during the reign of fourth Overlord Ks'khip, the infamous Scourge of the Galaxy who led the Draconian legions spread destruction across half of the Milky Way galaxy.
Many of the territories conquered by Overlord Ks'khip formed the foundations of core Alpha Draconian regions in Milky Way Galaxy. In addition, the subjugation of various alien races including Bowuland Insectoids which provided Alpha Draconians productive slave laborers for millenniums.
The conquest was an important point of history which Reptilian power and influence reached its peaks, the time when Reptilians began call themselves ‘the descendants of the Ancients’.
The next and the largest conquest of Reptilians took place during the reign of fourth Overlord Ks'khip, the infamous Scourge of the Galaxy who led the Draconian legions spread destruction across half of the Milky Way galaxy.
Many of the territories conquered by Overlord Ks'khip formed the foundations of core Alpha Draconian regions in Milky Way Galaxy. In addition, the subjugation of various alien races including Bowuland Insectoids which provided Alpha Draconians productive slave laborers for millenniums.
The conquest was an important point of history which Reptilian power and influence reached its peaks, the time when Reptilians began call themselves ‘the descendants of the Ancients’.
Mystic Galactic Domination Doctrine
While Overlord Ks'khip ruled by brutally asserting direct Draconian dominance over half of the Milky Way, his successor Ka'kropp had a completely different idea, advocating a complete different doctrine of ruling the Reptilian empire.
In a more secretive and unsuspecting approach, Alpha Draconians maintain control over conquered territories with minimal public personnel and have most of the actual administration and enforcement done covertly. Through asserting the ideas that Alpha Draconians were unreachable and all-powerful deity beyond their intellect, subjugated objects and vassals would never dare to resist and defect.
While Overlord Ks'khip ruled by brutally asserting direct Draconian dominance over half of the Milky Way, his successor Ka'kropp had a completely different idea, advocating a complete different doctrine of ruling the Reptilian empire.
In a more secretive and unsuspecting approach, Alpha Draconians maintain control over conquered territories with minimal public personnel and have most of the actual administration and enforcement done covertly. Through asserting the ideas that Alpha Draconians were unreachable and all-powerful deity beyond their intellect, subjugated objects and vassals would never dare to resist and defect.
Disassembly of Second Pharan Empire
While the Second Pharan Empire remained relatively unchanged and peaceful since its establishment, many aspects of the Empire itself declines day by day. Eventually, the Pharan Empire officially dissolved themselves.
Pharans are permanently divided into hundreds of independent tribes and scattered across the stars, rapidly degenerating into theocratic medieval civilization technologically and culturally.
While the Second Pharan Empire remained relatively unchanged and peaceful since its establishment, many aspects of the Empire itself declines day by day. Eventually, the Pharan Empire officially dissolved themselves.
Pharans are permanently divided into hundreds of independent tribes and scattered across the stars, rapidly degenerating into theocratic medieval civilization technologically and culturally.
Reptilian-Atlanian Conflicts
Years since the Great Conquest, Reptilians had several attempts throwing invasion on the aquatic homelands of Atlanian Kingdoms, however heavy local resistance of Atlanians turned most of the attempts thwarted and to no anvil.
At the end of this series of conflicts over the millennium, Alpha Draconians withdrawn their forces from Atlanian territory and never mentioned invading Atlanian planets since after.
Years since the Great Conquest, Reptilians had several attempts throwing invasion on the aquatic homelands of Atlanian Kingdoms, however heavy local resistance of Atlanians turned most of the attempts thwarted and to no anvil.
At the end of this series of conflicts over the millennium, Alpha Draconians withdrawn their forces from Atlanian territory and never mentioned invading Atlanian planets since after.
The Revival of Insectoid Civilization
(Parallel to 19th~20th century of Human timeline)
Ever since the Alpha Draconians subjugated the Bowuland Insectoids, the history of being enslaved for millions of years was the darkest history of Insectoids. However, from countless of torture and survival struggles, Bowland Insectoids had evolved into highly expansive and adaptive breeds of wide variety. Meanwhile, years without significant challenges or greater ambitions had also turned Alpha Draconians internally corrupt and indolent.
Parallel to the 19th to 20th century of mankind, an slave uprising in Alpha Draconains marked another major turning point of Milky Way history.
The Revival of Insectoid Civilization
Draconis-12 Uprising
In the distant slave farm colony of wetland planet Draconis-12, to no Reptilians' expectation, the Alpha Draconian colony was overthrown by a planetary-scale Insectoid slave uprising led by an enlightened Insectoid named Zolarg, all Draconian personnel either purged or missing.
The first group of freed Insectoids renamed the planet to Zolarg Prime after their leader, which became the new home world of the Insectoid civilization. At the same time, the uprising leader Zolarg himself was crowned emperor for life of the people of Zolarg Prime, and Zolarg Empire is established.
In the distant slave farm colony of wetland planet Draconis-12, to no Reptilians' expectation, the Alpha Draconian colony was overthrown by a planetary-scale Insectoid slave uprising led by an enlightened Insectoid named Zolarg, all Draconian personnel either purged or missing.
The first group of freed Insectoids renamed the planet to Zolarg Prime after their leader, which became the new home world of the Insectoid civilization. At the same time, the uprising leader Zolarg himself was crowned emperor for life of the people of Zolarg Prime, and Zolarg Empire is established.
Insectoid Uprising Movements
While Alpha Draconians attempted to cover up the incident, words of Draconis-12 uprising spread quickly among the Insectoids of other Draconian slave colonies.
Encouraged and inspired by the Zolarg's success, other Insectoids followed similar path. Though not all had been successful, the series of uprising movements successfully took over large numbers of Alpha Draconian colonies and cities. Most of the Insectoids who earned their freedom joined the Zolarg Empire's cause in the sacred war toppling their ancestral enemy.
While Alpha Draconians attempted to cover up the incident, words of Draconis-12 uprising spread quickly among the Insectoids of other Draconian slave colonies.
Encouraged and inspired by the Zolarg's success, other Insectoids followed similar path. Though not all had been successful, the series of uprising movements successfully took over large numbers of Alpha Draconian colonies and cities. Most of the Insectoids who earned their freedom joined the Zolarg Empire's cause in the sacred war toppling their ancestral enemy.
Insectoid Revival War
Soon Alpha Draconians took retaliatory actions against the uprising movements, attempting regain control of the slaves by sheer might of regular military forces. In this 27 year long war of attrition, both sides took heavy losses, however, despite technologically superior, Draconian forces never managed to outmatch Zolarg forces in numbers and replenishment rate. Eventually, Draconian forces were forced to withdraw from Zolarg-controlled territory to regroup after local war reserves had been depleted.
The War ended with Zolarg victory. Zolarg Empire earned their needed time and space to redevelop their civilization, while the internal declining of Alpha Draconians were exposed to the galaxy.
Soon Alpha Draconians took retaliatory actions against the uprising movements, attempting regain control of the slaves by sheer might of regular military forces. In this 27 year long war of attrition, both sides took heavy losses, however, despite technologically superior, Draconian forces never managed to outmatch Zolarg forces in numbers and replenishment rate. Eventually, Draconian forces were forced to withdraw from Zolarg-controlled territory to regroup after local war reserves had been depleted.
The War ended with Zolarg victory. Zolarg Empire earned their needed time and space to redevelop their civilization, while the internal declining of Alpha Draconians were exposed to the galaxy.
‘Groot Opwekkingsplan’
This period was also known as the ‘Great Revival Period’, the period when Emperor Zolarg formulated the policies and plans for early Zolarg Empire focusing on reconstruction, redevelopment and expansion of the Insectoid civilization, with the ultimate goal acquiring capability to confront Alpha Draconians head-on.
Combining sheer workforce volume of Insectoids, rediscovered ancestral knowledge and industrial knowledge acquired form Alpha Draconian machines, Zolarg Empire quickly established their industrial and technological foundations and rose as a supernova of galactic power.
This period was also known as the ‘Great Revival Period’, the period when Emperor Zolarg formulated the policies and plans for early Zolarg Empire focusing on reconstruction, redevelopment and expansion of the Insectoid civilization, with the ultimate goal acquiring capability to confront Alpha Draconians head-on.
Combining sheer workforce volume of Insectoids, rediscovered ancestral knowledge and industrial knowledge acquired form Alpha Draconian machines, Zolarg Empire quickly established their industrial and technological foundations and rose as a supernova of galactic power.
Declaration of Insectoid Liberation
After the ‘Groot Opwekkingsplan closed with stunning success, Emperor Zolarg made a declaration on behalf of Insectoids to Alpha Draconians - the Zolarg Empire, will liberate the remaining brothers and sisters under the unrightful Draconian slavery at all costs.
The Declaration officially established the ultimate objective of the wars against Alpha Draconians.
After the ‘Groot Opwekkingsplan closed with stunning success, Emperor Zolarg made a declaration on behalf of Insectoids to Alpha Draconians - the Zolarg Empire, will liberate the remaining brothers and sisters under the unrightful Draconian slavery at all costs.
The Declaration officially established the ultimate objective of the wars against Alpha Draconians.
The Old Earth Era
(Year -2051)
The Old Earth Era is defined as the period before United Earth in human history. The late Old Earth Era is the time when humans begin exploring the deeper space and other stars, as well as beginning extensive colonization beyond Earth.
The Old Earth Era
Jameson Theories (2027)
The quantum physics scientist Professor Lob E. Jameson published a paper about theories associated with space continuum mechanics which provided basis for future development of long range space travel between systems.
The quantum physics scientist Professor Lob E. Jameson published a paper about theories associated with space continuum mechanics which provided basis for future development of long range space travel between systems.
First Practical Fusion Propulsion Engine (2031)
As the first commercial-use fusion reactors achieved success in the late 2020s, it provided valuable experience for developing further uses of nuclear fusion power, including the innovative idea to use it for propulsion. First practical fusion propulsion engine for spacecrafts was built in 2031.
As the first commercial-use fusion reactors achieved success in the late 2020s, it provided valuable experience for developing further uses of nuclear fusion power, including the innovative idea to use it for propulsion. First practical fusion propulsion engine for spacecrafts was built in 2031.
First Probe exiting Solar System (2033)
USP Discovery was the first successful probe that traveled beyond boundaries of Solar System and reached another star system (Alpha Centauri). It's launched from Earth at 2033, returning valuable data of planets of Alpha Centauri system starting from 2037.
USP Discovery was the first successful probe that traveled beyond boundaries of Solar System and reached another star system (Alpha Centauri). It's launched from Earth at 2033, returning valuable data of planets of Alpha Centauri system starting from 2037.
Space Colonization Race of Solar System (2032-2047)
With long range space travelling became more possible at the time, it kickstarted a space race at larger scale. It was one historical milestone for humanity - first attempts of an extensive space colonization in history.
Both directly and indirectly, at least 65% nations of the world participated in it. Among the governmental bodies and independent organizations in the race, some seek for wealth and influence, some seek for opportunities and a new start, some seek for knowledge and discovery.
At the peak period of the space race, colony activities could be found around and on mainly Moon and Mars, and to certain extent, Venus and Jupiter.
However, the space race came to complete halt around late 2040s, hampered by instability on Earth caused by Earth Resource Crisis.
With long range space travelling became more possible at the time, it kickstarted a space race at larger scale. It was one historical milestone for humanity - first attempts of an extensive space colonization in history.
Both directly and indirectly, at least 65% nations of the world participated in it. Among the governmental bodies and independent organizations in the race, some seek for wealth and influence, some seek for opportunities and a new start, some seek for knowledge and discovery.
At the peak period of the space race, colony activities could be found around and on mainly Moon and Mars, and to certain extent, Venus and Jupiter.
However, the space race came to complete halt around late 2040s, hampered by instability on Earth caused by Earth Resource Crisis.
Earth Resource Crisis (2039-2057)
Catalyzed by political and commercial rivalries on Earth, the space race had escalated to higher levels within a decade. Various parties increased their bets and investments into their colonization projects, leading to resource consumption increasing to unprecedented levels for the following years. Worries regarding depletion of known resource reserves on Earth arises starting from mid 2039, and became actual problems in the 2040s.
In the meantime, uncontrolled industrial activities of the space race had also accelerated climate change which catastrophically turned Earth much less habitable. The climate impacts were strongly associated to occurrence of famine and abnormal morality in major countries starting from 2043.
At 2047, by the severe shortage of various resources, social instability on Earth reached critical levels.
The crisis seen no sign of alleviation until 2057.
Catalyzed by political and commercial rivalries on Earth, the space race had escalated to higher levels within a decade. Various parties increased their bets and investments into their colonization projects, leading to resource consumption increasing to unprecedented levels for the following years. Worries regarding depletion of known resource reserves on Earth arises starting from mid 2039, and became actual problems in the 2040s.
In the meantime, uncontrolled industrial activities of the space race had also accelerated climate change which catastrophically turned Earth much less habitable. The climate impacts were strongly associated to occurrence of famine and abnormal morality in major countries starting from 2043.
At 2047, by the severe shortage of various resources, social instability on Earth reached critical levels.
The crisis seen no sign of alleviation until 2057.
The Grand Collapse (2051)
Severely affected by the Earth Resource Crisis, major governmental bodies on Earth lost their economic and political capability to maintain basic functions on an nation, end up either overthrown by displeased mobs of starving people, or disband themselves under pressure. In a chain reaction, similar events happened to nations all across the globe, which all turned into lands of anarchy and chaos.
This event is often referred as the end point of Old Earth era.
Severely affected by the Earth Resource Crisis, major governmental bodies on Earth lost their economic and political capability to maintain basic functions on an nation, end up either overthrown by displeased mobs of starving people, or disband themselves under pressure. In a chain reaction, similar events happened to nations all across the globe, which all turned into lands of anarchy and chaos.
This event is often referred as the end point of Old Earth era.
The United Earth Era
(2051-Present)
Right after the Grand Collapse, on Earth was the absolute chaos of no law and order where civilization degenerates and anarchy scourges the world. In the meantime, colonies outside Earth were left stranded without contact and support, struggling survive on their own.
However, the end of an old era is also the beginning of an new greater era - This is the era when United Earth rises to power and reunify humanity, and elevating human civilization to the greater levels, to beyond Solar System, to the distant stars.
The United Earth Era
Dissolution of United Nations and Formation of United Earth Movement (UEM) (2051-2052)
Without any existing members at all, and at the edge of ‘bankruptcy’, the United Nations officially dissolved, with most of the assets sold and transferred to a group of political aristocrats and plutocrats. The group absorbed the functions and assets of United Nations, and ambitiously rebranded it into United Earth Movement (UEM) during early 2052, which aimed to unify the entire humanity, and restore prosperity and order of the Old Earth era.
Without any existing members at all, and at the edge of ‘bankruptcy’, the United Nations officially dissolved, with most of the assets sold and transferred to a group of political aristocrats and plutocrats. The group absorbed the functions and assets of United Nations, and ambitiously rebranded it into United Earth Movement (UEM) during early 2052, which aimed to unify the entire humanity, and restore prosperity and order of the Old Earth era.
Earth Reunification War (2054-2055)
During the 2 years of preparation, UEM rallied manpower and resources from around the globe through black markets and government fire sales, while gaining stable bases of operations by assisting reestablishment of government on mainly Western Europe and Eastern half of North America.
At mid 2054, UEM officially initiated their military campaign with superior (but still rather limited) reserve of resources, rapidly brought major cities under control in the early months, then the cities were used as staging grounds to drive resistance of warlord and anarchists out of the region, ultimately encircling and destroying them.
Near the end of the 1.4 year long war, UEM controlled over 74% of the world. With no hope to topple a rising power, remaining resistances surrendered to UEM one by one, and generally accepted annexation in the post-war negotiations.
During the 2 years of preparation, UEM rallied manpower and resources from around the globe through black markets and government fire sales, while gaining stable bases of operations by assisting reestablishment of government on mainly Western Europe and Eastern half of North America.
At mid 2054, UEM officially initiated their military campaign with superior (but still rather limited) reserve of resources, rapidly brought major cities under control in the early months, then the cities were used as staging grounds to drive resistance of warlord and anarchists out of the region, ultimately encircling and destroying them.
Near the end of the 1.4 year long war, UEM controlled over 74% of the world. With no hope to topple a rising power, remaining resistances surrendered to UEM one by one, and generally accepted annexation in the post-war negotiations.
Official Establishment of United Earth (2056)
Few months after the Earth Reunification War, United Earth and its official governmental structure was established. United Earth took the form of a presidential republic, which the governmental body and the executive body is lead by President of United Earth, General Assembly responsible for legislation and directly responsible to the President.
The General Assembly is the decision-making centre of the United Earth, composed of representatives from different administrative regions to show a certain extent of democracy. However, the President still has absolute power to intervene or even alter the decisions of the General Assembly, in addition to a series of exclusive powers.
Few months after the Earth Reunification War, United Earth and its official governmental structure was established. United Earth took the form of a presidential republic, which the governmental body and the executive body is lead by President of United Earth, General Assembly responsible for legislation and directly responsible to the President.
The General Assembly is the decision-making centre of the United Earth, composed of representatives from different administrative regions to show a certain extent of democracy. However, the President still has absolute power to intervene or even alter the decisions of the General Assembly, in addition to a series of exclusive powers.
Earth Recovery Program (2056-2060)
While Earth became relatively stable in political conditions, as Earth Resource Crisis was still an existent and urgent issue, economic, industrial and environmental recovery became absolute priority of newly-established United Earth. In late 2056, United Earth initiated the Earth Recovery Program which involved habitat reclamation, industrial and economic reforms, prospecting new sources of resources, and reestablishing contact and activities with colonies outside Earth (to integrate external resources to assist recovery of Earth).
Under the effective and efficient coordination of resources of United Earth, only one year later, basic recovery had successfully been achieved, effectively alleviating and roughly neutralizing the impacts of Resource Crisis with no excess burden to space colonies and people on Earth.
At 2060, the economy of Earth had achieved recovery and development to beyond mid-21st century standards, the Program concluded in success.
The successful example of Earth Recovery Program also provided early basis of future terraforming research.
While Earth became relatively stable in political conditions, as Earth Resource Crisis was still an existent and urgent issue, economic, industrial and environmental recovery became absolute priority of newly-established United Earth. In late 2056, United Earth initiated the Earth Recovery Program which involved habitat reclamation, industrial and economic reforms, prospecting new sources of resources, and reestablishing contact and activities with colonies outside Earth (to integrate external resources to assist recovery of Earth).
Under the effective and efficient coordination of resources of United Earth, only one year later, basic recovery had successfully been achieved, effectively alleviating and roughly neutralizing the impacts of Resource Crisis with no excess burden to space colonies and people on Earth.
At 2060, the economy of Earth had achieved recovery and development to beyond mid-21st century standards, the Program concluded in success.
The successful example of Earth Recovery Program also provided early basis of future terraforming research.
Reinitialization of Space Colonization Programmes (2061)
United Earth reinitialized most of the colonization projects from the Old Earth Era starting from 2061, with changed made to enhance efficiency, facilitate administration from United Earth government, and change of objectives.
The Old Earth Era plans were generally rebranded and integrated into "Earth-Sphere Development Programme (ESDP)", aimed to construct a larger socio-economic body in Solar System centering Earth. Under ESDP, Moon was developed into logistics center composed of shipyards and spaceports, while Mars became the new major industrial center. Large space stations were also built to support distant colonies on Venus and moon colonies around Jupiter.
With breakthroughs in interstellar communications technology, United Earth also set their ambitions to colonize stars beyond Solar System. Newer generation of long range space probes were also sent to other distant stars in search for new unhabited planets for colonization and exploit undiscovered resources
United Earth reinitialized most of the colonization projects from the Old Earth Era starting from 2061, with changed made to enhance efficiency, facilitate administration from United Earth government, and change of objectives.
The Old Earth Era plans were generally rebranded and integrated into "Earth-Sphere Development Programme (ESDP)", aimed to construct a larger socio-economic body in Solar System centering Earth. Under ESDP, Moon was developed into logistics center composed of shipyards and spaceports, while Mars became the new major industrial center. Large space stations were also built to support distant colonies on Venus and moon colonies around Jupiter.
With breakthroughs in interstellar communications technology, United Earth also set their ambitions to colonize stars beyond Solar System. Newer generation of long range space probes were also sent to other distant stars in search for new unhabited planets for colonization and exploit undiscovered resources
First Reformation of Security Council (2063-2065)
The national security agency of the United Earth, Security Council, went under a series of reformation from 2063 to 2065, improving and fostering the efficiency of peacekeeping missions on Earth and foreign colonies.
The reform included controversial establishment of military police force CLEI (Colonial Law Enforcement Initiative, nicknamed "clay") and associated high pressure security regulations over colonies.
The national security agency of the United Earth, Security Council, went under a series of reformation from 2063 to 2065, improving and fostering the efficiency of peacekeeping missions on Earth and foreign colonies.
The reform included controversial establishment of military police force CLEI (Colonial Law Enforcement Initiative, nicknamed "clay") and associated high pressure security regulations over colonies.
Colonization of Alpha Centauri (2064)
The long-range colony carrier UES Ark-3 was launched from Moon shipyard at 2062, reaching Alpha Centauri and established colonies at year 2064, it was the first time in history mankind send people beyond Solar System.
The long-range colony carrier UES Ark-3 was launched from Moon shipyard at 2062, reaching Alpha Centauri and established colonies at year 2064, it was the first time in history mankind send people beyond Solar System.
Establishment of Space Marines (2068)
In order to protect foreign colonies and Earth from potential Alien threats, United Earth Space Marines (UESM) was established.
Space Marines gradually replaced Peacekeepers of the United Earth as part of the official military and security forces.
In order to protect foreign colonies and Earth from potential Alien threats, United Earth Space Marines (UESM) was established.
Space Marines gradually replaced Peacekeepers of the United Earth as part of the official military and security forces.
Autonomous Movements of Frontier Region (2068)
For years, colonies of frontier regions presented their concern and discontent towards the heavily bureaucratic system and excessively strict security policies of United Earth, but were never taken notice by authorities on Earth.
The situation turned into several prolonged region-wide protests demanding exclusion from the oppressive policies, after the 7th time Secretary of General Assembly refused to include the issue into agenda of next General Assembly meeting.
Refused to give up interests, United Earth attempted to pacify the discontent colonies by simple tax exemption and reassigning new colony governors, and never tried to lift the policies the colonies asked to remove.
Further angered by the "disrespectful" attitude of United Earth authorities, protests turned into anti-UE movements advocating decentralization of power form Earth. Eventually, United Earth was forced to grant few colonies status of autonomous territory to put the political crisis to end and made promises of reforming administrative and security polices on colonies.
While the movement seemed to achieve the objective to free from oppressive policies, some anti-UE movements foresee United Earth will eventually go back on their policies and unreliable promises, believing only liberation through true independence would free colonies from oppression of Earth supremacists - Which lead to founding of several underground radical anti-UE organizations.
For years, colonies of frontier regions presented their concern and discontent towards the heavily bureaucratic system and excessively strict security policies of United Earth, but were never taken notice by authorities on Earth.
The situation turned into several prolonged region-wide protests demanding exclusion from the oppressive policies, after the 7th time Secretary of General Assembly refused to include the issue into agenda of next General Assembly meeting.
Refused to give up interests, United Earth attempted to pacify the discontent colonies by simple tax exemption and reassigning new colony governors, and never tried to lift the policies the colonies asked to remove.
Further angered by the "disrespectful" attitude of United Earth authorities, protests turned into anti-UE movements advocating decentralization of power form Earth. Eventually, United Earth was forced to grant few colonies status of autonomous territory to put the political crisis to end and made promises of reforming administrative and security polices on colonies.
While the movement seemed to achieve the objective to free from oppressive policies, some anti-UE movements foresee United Earth will eventually go back on their policies and unreliable promises, believing only liberation through true independence would free colonies from oppression of Earth supremacists - Which lead to founding of several underground radical anti-UE organizations.
First Official Contacts with Minor Alien Civilization (2069)
An newly established United Earth colony discovered an underdeveloped alien civilization on the planet Haken-35. United Earth officially contacted the Hakenduzians, establishing the first diplomatic relations with an alien race.
An newly established United Earth colony discovered an underdeveloped alien civilization on the planet Haken-35. United Earth officially contacted the Hakenduzians, establishing the first diplomatic relations with an alien race.
Alien Membership System (2071)
Upon discovery of more minor alien civilizations, there were opinions of establishing a proper system to handle alien diplomacy in smooth manner, while United Earth also saw an opportunity of wealth and influence. In order to convince them sharing their resources with United Earth, the Alien Membership System was established, allowing alien member states to enjoy a series of benefits including protection provided by Space Marines and preferential treatment on trades. In return, the alien member states had to pay yearly membership fees to sustain the privilege.
Upon discovery of more minor alien civilizations, there were opinions of establishing a proper system to handle alien diplomacy in smooth manner, while United Earth also saw an opportunity of wealth and influence. In order to convince them sharing their resources with United Earth, the Alien Membership System was established, allowing alien member states to enjoy a series of benefits including protection provided by Space Marines and preferential treatment on trades. In return, the alien member states had to pay yearly membership fees to sustain the privilege.
First Shuttlepod MK-I Entered Service (2071)
Martian Industries (MarsCorps) completed the first commercial-use model of the legendary multipurpose line of starships capable of fast long range trips, atmospheric take-off and re-entry - the Shuttlepod, which entered service in 2071.
The various innovative designs of Shuttlepod became standards of next generation starships of the following years.
Martian Industries (MarsCorps) completed the first commercial-use model of the legendary multipurpose line of starships capable of fast long range trips, atmospheric take-off and re-entry - the Shuttlepod, which entered service in 2071.
The various innovative designs of Shuttlepod became standards of next generation starships of the following years.
Deimos Events (2072)
It was a legend of the legendary Space Marines elite squad led by Sarge, a story to save Earth from an evil artificial intelligence - though, with some confidential details which United Earth decided to keep it highly classified, rumored to be time travel to erase history of a parallel timeline.
It was a legend of the legendary Space Marines elite squad led by Sarge, a story to save Earth from an evil artificial intelligence - though, with some confidential details which United Earth decided to keep it highly classified, rumored to be time travel to erase history of a parallel timeline.
Discovery of Terra Nova and Terra Nova Colony Rush (2074-2080)
Year 2077, a space probe discovered a planet having more than three times surface area of Earth, which its characteristics are also surprisingly extremely similar to that of Earth. Later the planet was named as Terra Nova to commemorate the remarkable discovery, it was the first earthlike planet discovered in human history.
The value and promising prospects of colonizing this planet were soon taken notice by United Earth authorities and other parties in United Earth. Soon as United Earth had officially begun the preparations for colonizing Terra Nova, largest corporations and major non-governmental entities presented their petition to participate in the project for a of major share of the planet's resources and interests.
As the United Earth authority was unable to balance the interests and requests of various parties, United Earth decided to turn this colonization project into an open competition (which United Earth end up as one of the competitors), which the shares of Terra Nova would only be granted to those who create groundbreaking achievements or shown excellent competitiveness.
Year 2077, a space probe discovered a planet having more than three times surface area of Earth, which its characteristics are also surprisingly extremely similar to that of Earth. Later the planet was named as Terra Nova to commemorate the remarkable discovery, it was the first earthlike planet discovered in human history.
The value and promising prospects of colonizing this planet were soon taken notice by United Earth authorities and other parties in United Earth. Soon as United Earth had officially begun the preparations for colonizing Terra Nova, largest corporations and major non-governmental entities presented their petition to participate in the project for a of major share of the planet's resources and interests.
As the United Earth authority was unable to balance the interests and requests of various parties, United Earth decided to turn this colonization project into an open competition (which United Earth end up as one of the competitors), which the shares of Terra Nova would only be granted to those who create groundbreaking achievements or shown excellent competitiveness.
Wormhole Navigation Technology (2075)
A set of technological advancements in space navigation technology allowed safe traveling of wormholes, which the wormholes act as a great shortcuts and highways of space travelling.
A set of technological advancements in space navigation technology allowed safe traveling of wormholes, which the wormholes act as a great shortcuts and highways of space travelling.
Human Civil War
(2087-2089)
Despite most part of the war were centered on conflict of two forces of humanity, United Earth and League of Independent States, the war had seen involvement of other major civilizations of the Milky Way Galaxy, Zolarg Empire and Alpha Draconians. Having great impacts on the history and future political situation of Milky Way Galaxy, it was considered one of the important historical events that contributed to the beginning of New Galactic Era.
Human Civil War
Independent Terra (2068)
Independent Terra is the foundational ideology adopted by League of Independent States (and its predeceasing entities).
In the years since the Autonomous Movements broke out, explicit forms of independentist ideas were given rise in the frontier regions, some branches were eventually developed into radical ideologies adopted by anti-UE entities, including the most well-known ideology of "Independent Terra", which advocates independence revolution against centralists and Earth supremacists, ultimately liberating mankind by overthrowing United Earth and re-establish a new true liberal government on Earth that respects human rights and treat individual colonies as equals.
As colonists were often considered to be the far lower echelons of society than native residents of Earth, the ideas of Independent Terra were even openly welcomed by some colonies beyond frontier regions that were also dissatisfied with authorities on Earth.
Discovery of Terra Nova, the first earthlike planet discovered by humanity in outer space, in 2074 applied an significant impact on the core ideas of Independent Terra ideology, which led to an ideological split within - Pro-revolutionist which continued the original idea of uproot ruling class on Earth, and Second-Terra-ist (SeT-ist) that suggests rivaling Earth influence by establishing liberal government on Terra Nova.
Independent Terra is the foundational ideology adopted by League of Independent States (and its predeceasing entities).
In the years since the Autonomous Movements broke out, explicit forms of independentist ideas were given rise in the frontier regions, some branches were eventually developed into radical ideologies adopted by anti-UE entities, including the most well-known ideology of "Independent Terra", which advocates independence revolution against centralists and Earth supremacists, ultimately liberating mankind by overthrowing United Earth and re-establish a new true liberal government on Earth that respects human rights and treat individual colonies as equals.
As colonists were often considered to be the far lower echelons of society than native residents of Earth, the ideas of Independent Terra were even openly welcomed by some colonies beyond frontier regions that were also dissatisfied with authorities on Earth.
Discovery of Terra Nova, the first earthlike planet discovered by humanity in outer space, in 2074 applied an significant impact on the core ideas of Independent Terra ideology, which led to an ideological split within - Pro-revolutionist which continued the original idea of uproot ruling class on Earth, and Second-Terra-ist (SeT-ist) that suggests rivaling Earth influence by establishing liberal government on Terra Nova.
Independence Coalition (2072)
The potential instability associated to the spread of independentist ideologies during the Autonomous Movement were not left unnoticed by United Earth government. Immediately identifying such ideologies as dangers to governmental and political interests, the Security Council increased CLEI presence in frontier regions and colony sectors with high risk of ideological infiltration, to completely outlaw anti-UE entities.
Soon the anti-UE organizations and Independent Terra supporters found operating campaigns became increasingly difficult under the close watch of CLEI secret police.
In 2072, representatives of anti-UE entities of mainly from the frontier region secretly gathered at Terra Nova, forming the Independence Coalition - the predecessor of League of Independent States, establishing cooperation of running campaigns against UE under the nose of United Earth.
The potential instability associated to the spread of independentist ideologies during the Autonomous Movement were not left unnoticed by United Earth government. Immediately identifying such ideologies as dangers to governmental and political interests, the Security Council increased CLEI presence in frontier regions and colony sectors with high risk of ideological infiltration, to completely outlaw anti-UE entities.
Soon the anti-UE organizations and Independent Terra supporters found operating campaigns became increasingly difficult under the close watch of CLEI secret police.
In 2072, representatives of anti-UE entities of mainly from the frontier region secretly gathered at Terra Nova, forming the Independence Coalition - the predecessor of League of Independent States, establishing cooperation of running campaigns against UE under the nose of United Earth.
First Contact between humanity and Zolarg Empire (2077)
While the first official contact between United Earth and Zolarg Empire took place at 2080, the actual initial contact took place 3 years earlier (2077), during an encounter in uncharted regions between a black market convoy and a Zolarg prospection ship.
The rumors of the encounter spread quickly in black markets, eventually the piece of intel reached the Independence Coalition. Intrigued, the Coalition concluded with an risky decision - sending a secret diplomatic dispatchment to the Zolarg Ship via the black market vessel, in attempt to establish early relations which could help obtaining crucial support for future military campaign against United Earth.
In 2079, the dispatchment returned with cooperation agreements and an unofficial-and-non-disclosed diplomatic and military cooperation pact from Zolarg Empire, which the Coalition offers human technologies to Zolarg scholars in exchange for material and possible military support of Zolarg expeditionary forces.
While the first official contact between United Earth and Zolarg Empire took place at 2080, the actual initial contact took place 3 years earlier (2077), during an encounter in uncharted regions between a black market convoy and a Zolarg prospection ship.
The rumors of the encounter spread quickly in black markets, eventually the piece of intel reached the Independence Coalition. Intrigued, the Coalition concluded with an risky decision - sending a secret diplomatic dispatchment to the Zolarg Ship via the black market vessel, in attempt to establish early relations which could help obtaining crucial support for future military campaign against United Earth.
In 2079, the dispatchment returned with cooperation agreements and an unofficial-and-non-disclosed diplomatic and military cooperation pact from Zolarg Empire, which the Coalition offers human technologies to Zolarg scholars in exchange for material and possible military support of Zolarg expeditionary forces.
The Alpha Draconian Conspiracy and Invasion Plan (~2085)
Since the Insectoid uprising events, Alpha Draconians had been in a difficult situation. The economy over-reliant on expansive and expendable insectoid slave labor had been severely hampered, while the reptilians began questioning the faith and pride of their "all-time invincible" empire.
Taking the Insectoid uprising events as the greatest shame to Alpha Draconians, on Alpha Draconis the dissatisfied reptilian lords and nobles urged Overlord Betah'an taking the responsibility to address the crisis.
To the Lords of Inner Circle (who power, ambitions, cunning and brutality were second to only the Overlord), it was a sign of weakened Overlord. Seeing that as an opportunity to seize the Overlord's power rightfully, the Lords of Inner Circle schemed to remove Overlord Betah'an form the throne.
To Overlord Betah'an, the most effective way silencing his political opponents form the Inner Circle and regaining support from nobles while addressing the crisis at the same time, was to start another conquest. The Overloard carefully selected the most suitable target of conquest - United Earth, which was industrially and economically developed but militarily inferior, non-aware of Alpha Draconians' existance, and possible sowing of internal conflict which allows minimal military efforts to eradicate further resistances.
Since the Insectoid uprising events, Alpha Draconians had been in a difficult situation. The economy over-reliant on expansive and expendable insectoid slave labor had been severely hampered, while the reptilians began questioning the faith and pride of their "all-time invincible" empire.
Taking the Insectoid uprising events as the greatest shame to Alpha Draconians, on Alpha Draconis the dissatisfied reptilian lords and nobles urged Overlord Betah'an taking the responsibility to address the crisis.
To the Lords of Inner Circle (who power, ambitions, cunning and brutality were second to only the Overlord), it was a sign of weakened Overlord. Seeing that as an opportunity to seize the Overlord's power rightfully, the Lords of Inner Circle schemed to remove Overlord Betah'an form the throne.
To Overlord Betah'an, the most effective way silencing his political opponents form the Inner Circle and regaining support from nobles while addressing the crisis at the same time, was to start another conquest. The Overloard carefully selected the most suitable target of conquest - United Earth, which was industrially and economically developed but militarily inferior, non-aware of Alpha Draconians' existance, and possible sowing of internal conflict which allows minimal military efforts to eradicate further resistances.
Terra Nova Incident and Battle of Terra Nova (2087)
Burdened by outrageous taxation set by United Earth over the colonies outside Solar-Sphere region since 2079, Terra Nova was the first colony openly boycotting the tax policies of United Earth, refused to deliver tax payments to General Assembly. General Assembly responded the boycotting by enforcing embargo over Terra Nova, followed by immigration interdiction and military blockade, however all failed with little effect on this almost self-efficient colony.
The Independence Coalition, after years of covered military preparation, saw the incident on Terra Nova provided a narrow but the best opportunity to start what they had planned long ago - a revolutionary war to liberate colonies from tyranny of United Earth. Before the military blockade was enforced, the Coalition sneaked additional military personnel to their branch in Terra Nova.
Heat of the debates over follow-up actions against rebellious acts of Terra Nova lasted for months in General Assembly, politicians arguing the effectiveness of measures used to force Terra Nova giving in, while anti-UE organizations on Terra Nova kept provoking United Earth by rallying local people protesting around governmental administrative facilities. Eventually in 2087, with support of politicians who worried Terra Nova incident would evolve into a copy of of Autonomous Movement in 2068, along with manipulation by Alpha Draconian covert agents - By reason of "open revolt against United Earth", President Ronald Tracy issued order to mobilize Space Marines 35th Regiment for military occupation of and martial law enforcement on Terra Nova, marking the outbreak of Human Civil War.
Main forces of Space Marines occupied the capital city of Terra Nova and dispersed protesters with minimal resistance within 2 hours of operation. However, few minutes after the complete occupation, the main forces were ambushed and encircled by local militia forces led by commander Beuford P. Tots in the city. By element of surprise and home turf advantage of militia forces, the well-equipped Space Marines in the capital city took a heavy casualty rate of 63% and were forced to retreat by escaping to troop ship in planetary orbit.
Other militia forces on Terra Nova driven Space Marine and UE garrisons of military facilities into defeat in the subsequent skirmishes over the week. Gaining control over majority of surface-to-orbit defense weapons on the planet, Terra Nova militias forced complete withdrawal of Space Marines 35th Regiment and blockade fleet from Terra Nova at the end of Battle of Terra Nova.
After the battle, the colonial congress replaced the original colonial government. The congress officially sent an formal declaration of independence to Earth, which declared Terra Nova is no longer a chartered colony of United Earth, the once "second earth" was then renamed "Independent State".
Burdened by outrageous taxation set by United Earth over the colonies outside Solar-Sphere region since 2079, Terra Nova was the first colony openly boycotting the tax policies of United Earth, refused to deliver tax payments to General Assembly. General Assembly responded the boycotting by enforcing embargo over Terra Nova, followed by immigration interdiction and military blockade, however all failed with little effect on this almost self-efficient colony.
The Independence Coalition, after years of covered military preparation, saw the incident on Terra Nova provided a narrow but the best opportunity to start what they had planned long ago - a revolutionary war to liberate colonies from tyranny of United Earth. Before the military blockade was enforced, the Coalition sneaked additional military personnel to their branch in Terra Nova.
Heat of the debates over follow-up actions against rebellious acts of Terra Nova lasted for months in General Assembly, politicians arguing the effectiveness of measures used to force Terra Nova giving in, while anti-UE organizations on Terra Nova kept provoking United Earth by rallying local people protesting around governmental administrative facilities. Eventually in 2087, with support of politicians who worried Terra Nova incident would evolve into a copy of of Autonomous Movement in 2068, along with manipulation by Alpha Draconian covert agents - By reason of "open revolt against United Earth", President Ronald Tracy issued order to mobilize Space Marines 35th Regiment for military occupation of and martial law enforcement on Terra Nova, marking the outbreak of Human Civil War.
Main forces of Space Marines occupied the capital city of Terra Nova and dispersed protesters with minimal resistance within 2 hours of operation. However, few minutes after the complete occupation, the main forces were ambushed and encircled by local militia forces led by commander Beuford P. Tots in the city. By element of surprise and home turf advantage of militia forces, the well-equipped Space Marines in the capital city took a heavy casualty rate of 63% and were forced to retreat by escaping to troop ship in planetary orbit.
Other militia forces on Terra Nova driven Space Marine and UE garrisons of military facilities into defeat in the subsequent skirmishes over the week. Gaining control over majority of surface-to-orbit defense weapons on the planet, Terra Nova militias forced complete withdrawal of Space Marines 35th Regiment and blockade fleet from Terra Nova at the end of Battle of Terra Nova.
After the battle, the colonial congress replaced the original colonial government. The congress officially sent an formal declaration of independence to Earth, which declared Terra Nova is no longer a chartered colony of United Earth, the once "second earth" was then renamed "Independent State".
Founding of the League of Independent States (2087)
Following the stunning success in Battle of Terra Nova, Terra Nova became the common symbol of freedom and liberty. The rest member organizations and entities of Independence Coalition, along with colonies of neighboring colony sectors inspired by the incident, followed by overthrowing local colonial government and sever ties with United Earth.
The independent colonies and members of Independence Coalition then officially founded the League of Independent States on Terra Nova.
Following the stunning success in Battle of Terra Nova, Terra Nova became the common symbol of freedom and liberty. The rest member organizations and entities of Independence Coalition, along with colonies of neighboring colony sectors inspired by the incident, followed by overthrowing local colonial government and sever ties with United Earth.
The independent colonies and members of Independence Coalition then officially founded the League of Independent States on Terra Nova.
Terra-to-Earth Campaign (2087-2088)
With support of Beaconburg Fleet and arms supplier BSA from Independent State of Beaconburg (previously Autonomous Colony of Beaconburg), mercenaries recruited from black markets and volunteers from liberated colonies, the newly founded League quickly launched the first military campaign against United Earth - the "Terra-to-Earth Campaign" (In United Earth perspective, "The Defense of Solar System"), targeting core territories of United Earth around Solar System.
Despite United Earth ordered nationwide general mobilization against LIS offensive, the mobilization progresses at sluggish pace. This had left LIS gaining most of the strategic initiative and speed advantage in the early to mid stage of the campaign, the scattered and underprepared United Earth forces were being wiped out by LIS with relative ease.
With support of Beaconburg Fleet and arms supplier BSA from Independent State of Beaconburg (previously Autonomous Colony of Beaconburg), mercenaries recruited from black markets and volunteers from liberated colonies, the newly founded League quickly launched the first military campaign against United Earth - the "Terra-to-Earth Campaign" (In United Earth perspective, "The Defense of Solar System"), targeting core territories of United Earth around Solar System.
Despite United Earth ordered nationwide general mobilization against LIS offensive, the mobilization progresses at sluggish pace. This had left LIS gaining most of the strategic initiative and speed advantage in the early to mid stage of the campaign, the scattered and underprepared United Earth forces were being wiped out by LIS with relative ease.
Zolarg Entry into War (2088)
In late 2087, United Earth completed the strategic defense planning, finished preparations of constructing solid defenses by concentrating majority of military assets in sectors near Solar System.
LIS forces launched the Ragnarok Offensive in early 2088 spearheaded by veteran units form the earlier stages of Terra-to-Earth Campaign, in hope to break the defense lines. However, outmatched by United Earth in terms of superior quantity of troops and supplies, the warfare of attrition eventually blunt the LIS offensive, which LIS forces took significant losses.
Knowing crippled forces stood little chance against possible full strategic counterattack of United Earth, LIS urgently needed to delay United Earth from taking initiative. Shortly after the setback, LIS decided to play their trump card - their secret ally, Zolarg Empire.
Using the missile base (deployed with newly built IWSM which its strike range can reach and cover the entire Solar System) established by LIS and (unexpected) assassination of United Earth President Ronald Tracy as distraction, Zolarg Empire responded to LIS call, sent a full battegroup of Expeditionary Force attacking the other side of United Earth territory, forcing United Earth to fight a war of two fronts.
Despite the two-front strategy did divert pressure from LIS, however, as neither side held major advantage over another, the war turned into a stalemate.
In late 2087, United Earth completed the strategic defense planning, finished preparations of constructing solid defenses by concentrating majority of military assets in sectors near Solar System.
LIS forces launched the Ragnarok Offensive in early 2088 spearheaded by veteran units form the earlier stages of Terra-to-Earth Campaign, in hope to break the defense lines. However, outmatched by United Earth in terms of superior quantity of troops and supplies, the warfare of attrition eventually blunt the LIS offensive, which LIS forces took significant losses.
Knowing crippled forces stood little chance against possible full strategic counterattack of United Earth, LIS urgently needed to delay United Earth from taking initiative. Shortly after the setback, LIS decided to play their trump card - their secret ally, Zolarg Empire.
Using the missile base (deployed with newly built IWSM which its strike range can reach and cover the entire Solar System) established by LIS and (unexpected) assassination of United Earth President Ronald Tracy as distraction, Zolarg Empire responded to LIS call, sent a full battegroup of Expeditionary Force attacking the other side of United Earth territory, forcing United Earth to fight a war of two fronts.
Despite the two-front strategy did divert pressure from LIS, however, as neither side held major advantage over another, the war turned into a stalemate.
Barracuda Blues Event and Preludes to Alpha Draconian Invasion (2088)
In the heat of Human Civil War, Alpha Draconians sneaked groups of pioneer probes into human territory, constructed portal gates in the unnoticed corners where strongholds were set up for preparations of Overlord's surprise invasion plans.
Lords of Inner Circle had been trying to foil the Overlord's plan from the beginning. By a margin of rare opportunity, one covert operative affiliated to Lords of Inner Circle managed to sabotage the cloak device in secret base on planet Barracuda Blues, exposing the dormant portal and droid battlegroup at the site to United Earth and LIS military.
Upon the discovery of the unknown alien facility on Barracuda Blues, both United Earth and LIS dispatched their own task force trying to seize the alien technology that could change the tide of battle. Violent skirmishes broke out between two sides, contesting control of the facility.
As the news on Barracuda Blues were delivered to Zolarg Expeditionary Force. Familiar with Alpha Draconian cunning strategies, the Insectoids immediately identified the alien facility an Alpha Draconian invasion base. The Zolarg Expeditionary Force then sent their urgent message to LIS ally, warned that such discovery was a curse rather than blessing, and presented worries of this war involved orchestrations of Alpha Draconians, the greater evil they were yet to know.
Already at the edge of dishonoring the reptilian ancestors, the sabotage in invasion base on Barracuda Blues and earlier unexpected entry of Zolarg Empire into the war had left Overlord Betah'an with no choice other than launching a premature invasion.
In the heat of Human Civil War, Alpha Draconians sneaked groups of pioneer probes into human territory, constructed portal gates in the unnoticed corners where strongholds were set up for preparations of Overlord's surprise invasion plans.
Lords of Inner Circle had been trying to foil the Overlord's plan from the beginning. By a margin of rare opportunity, one covert operative affiliated to Lords of Inner Circle managed to sabotage the cloak device in secret base on planet Barracuda Blues, exposing the dormant portal and droid battlegroup at the site to United Earth and LIS military.
Upon the discovery of the unknown alien facility on Barracuda Blues, both United Earth and LIS dispatched their own task force trying to seize the alien technology that could change the tide of battle. Violent skirmishes broke out between two sides, contesting control of the facility.
As the news on Barracuda Blues were delivered to Zolarg Expeditionary Force. Familiar with Alpha Draconian cunning strategies, the Insectoids immediately identified the alien facility an Alpha Draconian invasion base. The Zolarg Expeditionary Force then sent their urgent message to LIS ally, warned that such discovery was a curse rather than blessing, and presented worries of this war involved orchestrations of Alpha Draconians, the greater evil they were yet to know.
Already at the edge of dishonoring the reptilian ancestors, the sabotage in invasion base on Barracuda Blues and earlier unexpected entry of Zolarg Empire into the war had left Overlord Betah'an with no choice other than launching a premature invasion.
Battle Against Alpha Draconians (2088-2089)
Caught off guard by surprise, near half of the human forces were obliterated by superior war machines of Alpha Draconians during the initial stage of Alpha Draconian invasion.
With a common enemy, military and political representatives of United Earth, LIS and Zolarg Expeditionary Force met on Earth. Shortly, ceasefire agreements were reached, and an temporary alliance against Alpha Draconian invasion was formed.
The alliance organized several joint operations to strategically delay Alpha Draconian invaders with varying outcome, buying time for LIS and United Earth to replenish losses and regroup respective fighting forces.
In mid 2089, United Earth finished reconstruction of the space armadas, later achieved decisive victories in several space battles against Alpha Draconian warfleets, regaining the space superiority and the tables turned to alliance's favor.
With support from United Earth fleets and exploiting the weakness of long replenishment cycle and inferior quantity of Alpha Draconian forces, alliance forces successfully overwhelmed Alpha Draconian forces, storming major invasion bases. The destruction of the largest but last portal gate stronghold during Battle of Barracuda Blues marked the decisive defeat of Alpha Draconian invaders.
Caught off guard by surprise, near half of the human forces were obliterated by superior war machines of Alpha Draconians during the initial stage of Alpha Draconian invasion.
With a common enemy, military and political representatives of United Earth, LIS and Zolarg Expeditionary Force met on Earth. Shortly, ceasefire agreements were reached, and an temporary alliance against Alpha Draconian invasion was formed.
The alliance organized several joint operations to strategically delay Alpha Draconian invaders with varying outcome, buying time for LIS and United Earth to replenish losses and regroup respective fighting forces.
In mid 2089, United Earth finished reconstruction of the space armadas, later achieved decisive victories in several space battles against Alpha Draconian warfleets, regaining the space superiority and the tables turned to alliance's favor.
With support from United Earth fleets and exploiting the weakness of long replenishment cycle and inferior quantity of Alpha Draconian forces, alliance forces successfully overwhelmed Alpha Draconian forces, storming major invasion bases. The destruction of the largest but last portal gate stronghold during Battle of Barracuda Blues marked the decisive defeat of Alpha Draconian invaders.
Continuation of Human Civil War (2089)
As Alpha Draconians called their fleets back to home territory and aborted control of droid armies following the defeat at Barracuda Blues, the temporary alliance finished its purpose and was then dismissed, both sides returned to status of conflict.
However, exhausted and tired of war, it was impossible to continue the war at the original massive, interstellar scale, both sides came up with conclusion that the war must be ended by an decisive battle as soon as possible.
Zolarg Empire then exited war by signing a white peace with United Earth weeks after the alliance had been dismissed.
At last, remaining main forces of United Earth and LIS coincidentally met near the strategically important wormhole highway node, over the planet of Kaiserground. After a week of fierce back-and-forth battle on the planet and in the orbit, United Earth gained complete control of the planet, setting LIS forces on a full retreat, concluding the final major battle in Human Civil War.
As Alpha Draconians called their fleets back to home territory and aborted control of droid armies following the defeat at Barracuda Blues, the temporary alliance finished its purpose and was then dismissed, both sides returned to status of conflict.
However, exhausted and tired of war, it was impossible to continue the war at the original massive, interstellar scale, both sides came up with conclusion that the war must be ended by an decisive battle as soon as possible.
Zolarg Empire then exited war by signing a white peace with United Earth weeks after the alliance had been dismissed.
At last, remaining main forces of United Earth and LIS coincidentally met near the strategically important wormhole highway node, over the planet of Kaiserground. After a week of fierce back-and-forth battle on the planet and in the orbit, United Earth gained complete control of the planet, setting LIS forces on a full retreat, concluding the final major battle in Human Civil War.
New Galactic Era
(2089-Present)
Following the end Human Civil War, marked a major shift in geopolitical patterns of the Milky Way Galaxy - Division of human civilization, decline of Alpha Draconian dominance, rise of the mysterious New Galactic Empire, various smaller civilizations began playing important roles in maintaining galactic balance......
Increasing importance of galactic-scale affairs in this era had reshaped the Milky Way Galaxy, which once again after billions of millenniums, the Milky Way Galaxy thrives under the interaction between civilizations.
New Galactic Era
Armistice of Hoxton (2089)
The Armistice of Hoxton officially ended the Human Civil War, despite an armistice in nature.
The armistice defined the United Earth-LIS border in the future, which the border line was known as the Hoxton Line.
To conclude, nobody achieved total victory in the Human Civil War, however, each side had their objectives completed respectively - United Earth won a tactical victory which LIS could no longer threaten United Earth territory, while LIS achieved their primary aim of independence and establishing a liberal, decentralized government.
The Armistice of Hoxton officially ended the Human Civil War, despite an armistice in nature.
The armistice defined the United Earth-LIS border in the future, which the border line was known as the Hoxton Line.
To conclude, nobody achieved total victory in the Human Civil War, however, each side had their objectives completed respectively - United Earth won a tactical victory which LIS could no longer threaten United Earth territory, while LIS achieved their primary aim of independence and establishing a liberal, decentralized government.
Official establishment of League of Independent States (2089)
The main body of the League of the Independent States, the League Council, was officially established 3 months after the Armistice of Hoxton was in effect. By the Joint Declaration of Independent States based on the core ideas of Independent Terra, The League promised fairness, respect, autonomy and freedom to member states.
The League of the Independent States had no actual leader in power. Instead, each member state cooperates under the common principles and shared pacts, bearing the common responsibilities protecting the free people of the League.
Though the establishment of LIS was officially recognized by their ally Zolarg Empire, the United Earth General Assembly declared they would never accept any form of human regime other than itself, the League being an unlawful existence that would threaten the unity and prosperity of mankind.
The main body of the League of the Independent States, the League Council, was officially established 3 months after the Armistice of Hoxton was in effect. By the Joint Declaration of Independent States based on the core ideas of Independent Terra, The League promised fairness, respect, autonomy and freedom to member states.
The League of the Independent States had no actual leader in power. Instead, each member state cooperates under the common principles and shared pacts, bearing the common responsibilities protecting the free people of the League.
Though the establishment of LIS was officially recognized by their ally Zolarg Empire, the United Earth General Assembly declared they would never accept any form of human regime other than itself, the League being an unlawful existence that would threaten the unity and prosperity of mankind.
The Midnight Coup (2089)
With the total defeat of invasion campaign, the core Reptilian society of Alpha Draconians lost all confidence in Overlord Betah'an. Shortly after the end of invasion the Overlord was assassinated by Inner Circle covert agents.
Following the death of the Overlord, the seat of supreme power of Alpha Draconians was then empty. Yet as every Lords of the Inner Circle wished to claim the ultimate trophy of power, political crises escalated to uncontrolled levels by the internal conflicts of the Inner Circle, which later spread all across the administrative body of Alpha Draconians, rendering all but basic administrations of the reptilian empire non-functional.
Catalyzed by the the absence of Overlord and internal political instability, order in Alpha Draconian society was barely maintained, leading to high crime rates and decreased domestic productivity in the following decades.
As a result, dominance of Alpha Draconians began to decline.
With the total defeat of invasion campaign, the core Reptilian society of Alpha Draconians lost all confidence in Overlord Betah'an. Shortly after the end of invasion the Overlord was assassinated by Inner Circle covert agents.
Following the death of the Overlord, the seat of supreme power of Alpha Draconians was then empty. Yet as every Lords of the Inner Circle wished to claim the ultimate trophy of power, political crises escalated to uncontrolled levels by the internal conflicts of the Inner Circle, which later spread all across the administrative body of Alpha Draconians, rendering all but basic administrations of the reptilian empire non-functional.
Catalyzed by the the absence of Overlord and internal political instability, order in Alpha Draconian society was barely maintained, leading to high crime rates and decreased domestic productivity in the following decades.
As a result, dominance of Alpha Draconians began to decline.
Emergence of New Galactic Empire (2089)
Several weeks after the Midnight Coup which had thrown Alpha Draconians into the tarpit of neverending political infighting, control and dominance over the foreign territories of Alpha Draconians were loosened which allowed several vassals and colony broke away with no immediate consequence.
However, majority of these territories were then annexed by another power, which emerged from the Central Vortex region of the Milky Way Galaxy - The New Galactic Empire.
Calling themselves the true descendants of the Ancients, they claimed themselves bearing the destiny to bring the entire galaxy under their grace, a mission of revival to bring the once lost glory of Old Galactic Empire back to life.
Despite lacking the dominating power to contest other major civilizations, the New Galactic Empire had actively been expanding their sphere of influence, and rumored to have unprecedented capacity harnessing the powers of the universe beyond the Ancient technologies.
Several weeks after the Midnight Coup which had thrown Alpha Draconians into the tarpit of neverending political infighting, control and dominance over the foreign territories of Alpha Draconians were loosened which allowed several vassals and colony broke away with no immediate consequence.
However, majority of these territories were then annexed by another power, which emerged from the Central Vortex region of the Milky Way Galaxy - The New Galactic Empire.
Calling themselves the true descendants of the Ancients, they claimed themselves bearing the destiny to bring the entire galaxy under their grace, a mission of revival to bring the once lost glory of Old Galactic Empire back to life.
Despite lacking the dominating power to contest other major civilizations, the New Galactic Empire had actively been expanding their sphere of influence, and rumored to have unprecedented capacity harnessing the powers of the universe beyond the Ancient technologies.
Bradley's Military Reform (2089-2094)
The new head of the United Earth Security Council, Bradley the Grand Marshal (which was the supreme commander throughout the Human Civil War), threw up a massive military reformation aimed to maintain superiority over the military capabilities of LIS, including expansion and reorganization of Space Marines, modernization of United Earth space fleets, introducing newer professionalism elements in military while maintaining the traditional expansive nature of United Earth military, and incorporation of newer doctrines derived from recent experiences in Civil War.
The new head of the United Earth Security Council, Bradley the Grand Marshal (which was the supreme commander throughout the Human Civil War), threw up a massive military reformation aimed to maintain superiority over the military capabilities of LIS, including expansion and reorganization of Space Marines, modernization of United Earth space fleets, introducing newer professionalism elements in military while maintaining the traditional expansive nature of United Earth military, and incorporation of newer doctrines derived from recent experiences in Civil War.
League Guild of Black Markets (2090)
As United Earth denied LIS from formal foreign trade outside the League territory by blockades along LIS border, LIS had to resort to black markets to maintain crucial supplies of high-end materials and economic activities, given different post-war difficulties suffered member states.
In 2090, the League Guild of Black Markets was established under the League Trade Authority to coordinate external trade beyond United Earth blockade, and management of domestic black market networks.
As United Earth denied LIS from formal foreign trade outside the League territory by blockades along LIS border, LIS had to resort to black markets to maintain crucial supplies of high-end materials and economic activities, given different post-war difficulties suffered member states.
In 2090, the League Guild of Black Markets was established under the League Trade Authority to coordinate external trade beyond United Earth blockade, and management of domestic black market networks.
Restoration of Overlord (2110)
Tired of political turmoils and displeased with absence of powerful supreme ruler, traditionalist nobles on Alpha Draconis collectively put pressure on the Inner Circle for restoration of Overlord, or risk denounced and outlawed by defiling the ancestors.
Fearing the wrath of ancestors, the Inner Circle reluctantly brought Delta'an the exiled brother of Betah'an back to Alpha Draconis, crowning Delta'an the next Overlord.
Despite an Overlord, Delta'an was merely a puppet of the Inner Circle, however, did brought relative stability to disorganized Alpha Draconian society at the time.
Tired of political turmoils and displeased with absence of powerful supreme ruler, traditionalist nobles on Alpha Draconis collectively put pressure on the Inner Circle for restoration of Overlord, or risk denounced and outlawed by defiling the ancestors.
Fearing the wrath of ancestors, the Inner Circle reluctantly brought Delta'an the exiled brother of Betah'an back to Alpha Draconis, crowning Delta'an the next Overlord.
Despite an Overlord, Delta'an was merely a puppet of the Inner Circle, however, did brought relative stability to disorganized Alpha Draconian society at the time.
Zolarg Scholars Journey to United Earth (2113)
A team of scholars from the Zolarg Empire, led by the Imperial High Scholar Abbamber, set off to United Earth for friendly diplomatic and scientific mission.
Scholars and scientists of the United Earth and the Zolarg Empire exchanged each other's technological advances and cultural knowledge. While Zolarg scholars earned precious knowledge which could help the technological development of the Zolarg Empire, the trip had also ceased the tensions since the Human Civil War between Zolarg and United Earth.
A team of scholars from the Zolarg Empire, led by the Imperial High Scholar Abbamber, set off to United Earth for friendly diplomatic and scientific mission.
Scholars and scientists of the United Earth and the Zolarg Empire exchanged each other's technological advances and cultural knowledge. While Zolarg scholars earned precious knowledge which could help the technological development of the Zolarg Empire, the trip had also ceased the tensions since the Human Civil War between Zolarg and United Earth.
Insectoid Mind Network Technology (2116)
A breakthrough in neuroscience research in the Zolarg Empire had led to an innovation - the Insectoid Mind Network, designed to foster understanding of consciousness and thinking mechanisms, and enhancing advanced, direct communication and coordination within Insectoid society.
A breakthrough in neuroscience research in the Zolarg Empire had led to an innovation - the Insectoid Mind Network, designed to foster understanding of consciousness and thinking mechanisms, and enhancing advanced, direct communication and coordination within Insectoid society.
Cyberonic Transcendence (2119)
A private United Earth research institute Transcendent Technology successfully prototyped Neuro-microchips (NMC), which were compatible with human neuro systems, small in size, but ten times more efficient than average human brains.
Such inventions initiated a new technological revolution in human civilization in artificial augmentations, impacting all aspects of life.
A private United Earth research institute Transcendent Technology successfully prototyped Neuro-microchips (NMC), which were compatible with human neuro systems, small in size, but ten times more efficient than average human brains.
Such inventions initiated a new technological revolution in human civilization in artificial augmentations, impacting all aspects of life.
Who knows what the future holds?
Note that these are just my own interpretations over the events, it is not official reference, but hopefully enhance your understanding over the My Colony Universe, and had fun reading it.
Thank you for reading!
Crystalline can only be found on Ice Worlds which only LIS and Zolarg factions can be on. The world is also really tough aswell, resulting in micro-managing, or aka: Treating the game as an Idle game, only building one mound, enough water and food production ot cover it, and then one of every resource producer. Then you wait until you get to reneable ore/gold.
Crystalline can only be mined through natural deposits, or placing synthetic crystalline, but I think it should be more like a Synthetic Crystalline farm.
Or the patches you can place can regenerate as well as grow. Think Tiberium. If you could place a patch and the synthetic variety could regen, and do so up to a higher maximum than you can ever get by merely building it initially, say... it could regen slowly up to 2000 units of crystalline per patch, that would actually be really good, since as Zolarg, it's your ONLY source of sugar materials. Because nobody sells any on the market, and nothing lets you artificially buy it as Zolarg as well. Even if you could, it likely would be under quantities of 5K, which is more or less insignificant to be under it for artificial purchases of highly needed resources.
Zolarg has the Ore Enrichment facility, they could have the Crystalline Pit, which is about 3x3 but produces crystalline at the cost of rum, since based on material costs, it seems Crystalline uses alcohol as a growth catalyst.
Here's some ballpark cost numbers.
2000 Rum
500 Crystalline
1000 civics
400 antanium
10-20 Worker (dunno a good number, probly even 30?)
3x3, or 4x4.
Then the LIS have the Regolith Compactor to produce Ore, and then the next level of it (dunno, haven't played LIS since two patches ago) so let's have a Crystalline Synthesis lab. That could work as the United Earth's version, maybe just a Crystalline Farm? Unsure. Not too aware of the LIS naming and structure design scheme. Could just be a Crystalline factory.
It would probly cost some of every resource up to that point, I'm unsure where Crystalline is used in the LIS tech tree. IF anything though, it would probly be a large building as IMO, the Zolarg are alot better at turning things into metals that realistically make no sense, but are alot more simple as a result as well. Since the Zolarg are able to digest Crystalline into Sugar, and turn ore into a compound that jsut makes food way more beneficial.
Maybe there'll be an Antuara-using unholy structure that'd create artiifical Crystalline from atmosphere or some other really unused resource? Then again, such a building could probly just turn copious amounts of energy into Crystalline, after all, Unholy Power Spires make so much energy, that if you do it right for energy management (Aka using Money Pits intsead of Elder Mounds, which Money pits do more, and WAY better too), you barely need any. Like... a Huge-sized colony probly only need about 50 of the things at absolute maximum. A small Colony can easily get by with 10 if every square is used up.
Crystalline can only be mined through natural deposits, or placing synthetic crystalline, but I think it should be more like a Synthetic Crystalline farm.
Or the patches you can place can regenerate as well as grow. Think Tiberium. If you could place a patch and the synthetic variety could regen, and do so up to a higher maximum than you can ever get by merely building it initially, say... it could regen slowly up to 2000 units of crystalline per patch, that would actually be really good, since as Zolarg, it's your ONLY source of sugar materials. Because nobody sells any on the market, and nothing lets you artificially buy it as Zolarg as well. Even if you could, it likely would be under quantities of 5K, which is more or less insignificant to be under it for artificial purchases of highly needed resources.
Zolarg has the Ore Enrichment facility, they could have the Crystalline Pit, which is about 3x3 but produces crystalline at the cost of rum, since based on material costs, it seems Crystalline uses alcohol as a growth catalyst.
Here's some ballpark cost numbers.
2000 Rum
500 Crystalline
1000 civics
400 antanium
10-20 Worker (dunno a good number, probly even 30?)
3x3, or 4x4.
Then the LIS have the Regolith Compactor to produce Ore, and then the next level of it (dunno, haven't played LIS since two patches ago) so let's have a Crystalline Synthesis lab. That could work as the United Earth's version, maybe just a Crystalline Farm? Unsure. Not too aware of the LIS naming and structure design scheme. Could just be a Crystalline factory.
It would probly cost some of every resource up to that point, I'm unsure where Crystalline is used in the LIS tech tree. IF anything though, it would probly be a large building as IMO, the Zolarg are alot better at turning things into metals that realistically make no sense, but are alot more simple as a result as well. Since the Zolarg are able to digest Crystalline into Sugar, and turn ore into a compound that jsut makes food way more beneficial.
Maybe there'll be an Antuara-using unholy structure that'd create artiifical Crystalline from atmosphere or some other really unused resource? Then again, such a building could probly just turn copious amounts of energy into Crystalline, after all, Unholy Power Spires make so much energy, that if you do it right for energy management (Aka using Money Pits intsead of Elder Mounds, which Money pits do more, and WAY better too), you barely need any. Like... a Huge-sized colony probly only need about 50 of the things at absolute maximum. A small Colony can easily get by with 10 if every square is used up.
So, my idea is about a planet that start off at a high atmosphere and forces the player to survive in harsh environments until they lower the atmosphere to below 15 million. The pictures below are for the UE game style, I will include LIS later, but my pictures and description below should be good enough for bast to just plop everything into place in case he happens to like my idea enough to include it in the game.
Red crystalline deposit
Crystal resource indicator option in place of regular blue.
"Hell" rover, mines crystaline and builds basic structures.
The state of the ground when the game is started. The planet will have an atmosphere of 40,000,000. When my idea is done, LIS will have greater atmosphere reduction potential due to having access to diamonds. UE won't have it so easy here though.
at 30,000,000 atmosphere
at 20,000,000 atmosphere
at 15,ooo,ooo atmosphere.
Normal colonist wearing high atmo gear instead of low atmo gear.
Dark Micromine. white areas are transparent so don't pay attention to those. Only UE will use these.
Dark Regolith furnace. The white areas are transparent and the image will show up black against the dark ground.
This map will be brutal for UE but medium for LIS. The main reason being that UE doesn't have a brutal world and LIS needs some easier worlds. LIS will be able to use crystalline to gain direct access to ore, while UE will have to use crystalline to mine regolith, with they can convert to ore. Lis will also be able to access diamond mines because diamonds will be instrumental in making more effective terraforming structures than those of UE. As a result of LIS having better terraforming equipment due to diamonds, they will be able to reduce atmosphere faster but UE will be in it for the long haul.
Here are the playing styles for LIS and UE:
UE:
Start with one hell rover, which collects crystalline, and one dark lunar rover(image will be added) for regolith mining. Once you have 200 crystalline, build a dark micromine. Use the lunar rovers to collect regolith from that and continue to collect crystalline and build more dark micromines. Then, build a he3 extractor, regolith compactor, and a water extractor, which uses he3 and regolith, just like the normal one. Use crystalline to build a dark regolith furnace(image will be added) for more power and crystalline storage. Simply put, it's the same brutal playing style as the ice world except flipped on it's head and with UE instead of LIS.
The player will continue to build up their he3 and ore production as normal and build their colony normally, but they will have to hurry because they will have to build up their rum production to make more crytalline via the same green crystalline patches as ice planet. Once the player has enough rum production to produce enough crystalline, they will continue on the regular UE path. I will also be throwing in a crystalline generator later in the game, since a big colony would need to stop micromanaging eventually. There is not a big demand on crystalline yet but I'm sure that bast will come up with something to balance the scales, so a crystalline generator for UE/LIS should be added to the game.
Once the atmosphere is at 30 million, regolith extractors will become available, and that's when everything starts to get a lot easier for UE players, but from 40 to 30 million, UE will have a hard time. I will be making images for a more advanced UE atmosphere reducer soon. We already have small and medium reducers.
As for LIS, I will keep developing their strategy. I wanted to do the ultimate simplification for bast so that if he wanted to, he could plop this into the game and it would be just the same as the ice planet for LIS. All dark version structures on this planet would cost the same as original structures. For instance, a dark regolith furnace would produce as much power and consume as much regolith and cost as much crystalline as the regular regolith furnace. The same goes for the dark micromine and any future dark structures added for this planet. If I'm right, aside from the additional atmosphere reduction building that I am making, everything should be able to be plopped right into the game with no added work, and no numbers are needed on my part since the only new structures are dark structures that have the same stats as their lighter counterparts. That only reason for the dark versions is because the light versions would've looked out of place as they were white and blue while this planet is dark and red.
Red crystalline deposit
Crystal resource indicator option in place of regular blue.
"Hell" rover, mines crystaline and builds basic structures.
The state of the ground when the game is started. The planet will have an atmosphere of 40,000,000. When my idea is done, LIS will have greater atmosphere reduction potential due to having access to diamonds. UE won't have it so easy here though.
at 30,000,000 atmosphere
at 20,000,000 atmosphere
at 15,ooo,ooo atmosphere.
Normal colonist wearing high atmo gear instead of low atmo gear.
Dark Micromine. white areas are transparent so don't pay attention to those. Only UE will use these.
Dark Regolith furnace. The white areas are transparent and the image will show up black against the dark ground.
This map will be brutal for UE but medium for LIS. The main reason being that UE doesn't have a brutal world and LIS needs some easier worlds. LIS will be able to use crystalline to gain direct access to ore, while UE will have to use crystalline to mine regolith, with they can convert to ore. Lis will also be able to access diamond mines because diamonds will be instrumental in making more effective terraforming structures than those of UE. As a result of LIS having better terraforming equipment due to diamonds, they will be able to reduce atmosphere faster but UE will be in it for the long haul.
Here are the playing styles for LIS and UE:
UE:
Start with one hell rover, which collects crystalline, and one dark lunar rover(image will be added) for regolith mining. Once you have 200 crystalline, build a dark micromine. Use the lunar rovers to collect regolith from that and continue to collect crystalline and build more dark micromines. Then, build a he3 extractor, regolith compactor, and a water extractor, which uses he3 and regolith, just like the normal one. Use crystalline to build a dark regolith furnace(image will be added) for more power and crystalline storage. Simply put, it's the same brutal playing style as the ice world except flipped on it's head and with UE instead of LIS.
The player will continue to build up their he3 and ore production as normal and build their colony normally, but they will have to hurry because they will have to build up their rum production to make more crytalline via the same green crystalline patches as ice planet. Once the player has enough rum production to produce enough crystalline, they will continue on the regular UE path. I will also be throwing in a crystalline generator later in the game, since a big colony would need to stop micromanaging eventually. There is not a big demand on crystalline yet but I'm sure that bast will come up with something to balance the scales, so a crystalline generator for UE/LIS should be added to the game.
Once the atmosphere is at 30 million, regolith extractors will become available, and that's when everything starts to get a lot easier for UE players, but from 40 to 30 million, UE will have a hard time. I will be making images for a more advanced UE atmosphere reducer soon. We already have small and medium reducers.
As for LIS, I will keep developing their strategy. I wanted to do the ultimate simplification for bast so that if he wanted to, he could plop this into the game and it would be just the same as the ice planet for LIS. All dark version structures on this planet would cost the same as original structures. For instance, a dark regolith furnace would produce as much power and consume as much regolith and cost as much crystalline as the regular regolith furnace. The same goes for the dark micromine and any future dark structures added for this planet. If I'm right, aside from the additional atmosphere reduction building that I am making, everything should be able to be plopped right into the game with no added work, and no numbers are needed on my part since the only new structures are dark structures that have the same stats as their lighter counterparts. That only reason for the dark versions is because the light versions would've looked out of place as they were white and blue while this planet is dark and red.
Hello commanders.
Today I would like to introduce my ideas for expanding the base, and some ideas for buildings!
For faction identifications, I’ll use colour of the text as follows:
United Earth,
League of Independent States,
Alpha Draconians,
Zolarg Empire.
Let’s begin with base expansion.
Currently the way expanding the base in v0.4.0 relies on building buildings in a dense pack (exclude the larger construction area provided by lander and naval yard).
So if we want to expand the base in a better way, we probably need something else.
Here are my ideas.
Next up, the buildings.
Hopefully you’ll like my ideas!
Today I would like to introduce my ideas for expanding the base, and some ideas for buildings!
For faction identifications, I’ll use colour of the text as follows:
United Earth,
League of Independent States,
Alpha Draconians,
Zolarg Empire.
Let’s begin with base expansion.
Currently the way expanding the base in v0.4.0 relies on building buildings in a dense pack (exclude the larger construction area provided by lander and naval yard).
So if we want to expand the base in a better way, we probably need something else.
Here are my ideas.
- United Earth can still increase construction ranges by buildings, but I would like to have the range provided by buildings are larger.
- League of Independent States requires Pioneer Rover deploy into a Pioneer Outpost to expand into other areas.
- Alpha Draconians requires Command Node built within available areas, increasing the construction areas around the base.
- Zolarg Empire has no restrictions of construction area. Buildings are deployed freely by various Worker Drones. For example, Aerohive Drone is deployed into a Aerohive (the Zolarg facility that produces airforce).
Next up, the buildings.
- War Research Bureau (Tech II)
The War Research Bureau brings blueprints and accesses to the high class weapons of UE armory.
This UE tech building can unlock T3 contents. Model based on the Advanced Medical Research Centre. - Rocket Bunker (T2)
The Rocket Bunker is equipped with rocket launchers. It’s capable responding threats from both land and air.
It’s good against air units and decent against vehicles. However it can only target one unit at a time. - Land Fort (T3)
Land Forts are heavy defense structure of United Earth. Equipped with 4 long range proton cannons it can bombard enemies in a long range.
A very strong yet expensive land defense structure. - Drone Centre (T2)
Drone Centre is a facility for building battle drones for air warfare and also the place for at most 4 drones to stand by.
Air battle facility of UE. - Disruption Array (Superweapon)
The Disruption Array is able to create a strange quantum phenomenon which will release a massive amount of energy, called the Disruption Burst.
The primary superweapon of UE. - Warp Node (Superweapon)
One of the secret dimensional weapon develoepd by United Earth, capable to teleport a small group of troops from a place to another without the need of portals.
The support superweapon of UE. - Torpedo Platform (T2)
The torpedo platform is a naval defense structure specialised for responding naval threats.
The good news is, it can attack submerged units! Meanwhile the bad news is it’s neither anti-land nor anti-air. - Sensor Array (T3)
The frequent stealth attacks launched by LIS makes anti-stealth devices a neccessity on frontlines combating LIS. Besides giving extra sight, it also detects hidden units.
Special support structure of UE. - LIS Lander (Lander)
“Time to give this piece of land a new meaning!” - LIS Lander deploying
Resembles the UE Lander. - Infantry Camp (T1)
The Infantry Camp manages both the militias and the mercenaries of LIS forces.
Infantry training facility of LIS. Will looks like a pack of tents. Upgrading it will unlock T2 infantries. - Burner Generator (T1)
The burner generator powers LIS bases by burning diesel.
Basic power supply facility of LIS. - Watchtower (T1)
These watchtowers are manned by LIS gunners. Although it’s not a very sturdy defense at all, but it has a good firing range and sight.
Basic anti-infantry defense. - Garage (T1)
The Garage produces LIS combat vehicles.
Vehicle factory of LIS. Upgrading it will unlock T2 vehicles. - Hangar (T1)
The Hanger produces LIS aircrafts needed for supporting attacks.
Aircraft factory of LIS. Upgrading it will unlock T2 aircrafts. - Airfield (T1)
An airfield can hold one LIS fighter or bomber plane.
This is required in order to produce aircrafts other than Jetcopters if playing as LIS. - Drydocks (T1)
The drydocks is needed for constructing LIS naval warfare vessels.
Ship factory of LIS. Upgrading it unlocks T2 naval vessels. - Proxy Database (Tech II)
The Proxy Database carries all protected military information of LIS. This facility is needed for producing T3 units.
The only tech centre of LIS. Requires at least one upgraded Garage in order to build one. Unlocks T3 units like the Hacker and Solar Artillery. - Flak Turret (T1)
Flak Turrets are used by LIS to combat against airforces.
Anti-air turret of LIS. - Beam Tower (T3)
The Beam Tower utilizes strong beams to destroy enemy forces effectively.
Advanced defense of LIS. - Uplink Station (Superweapon)
The uplink station calls the devasting Solar Cannon Bombardments, which a rain a rain of solar beams from the space.
Primary superweapon of LIS. - Beam Projector (Superweapon)
The Beam Projector creates a Beam Cage which will isolate the units inside the Cage from everything.
Support superweapon of LIS. - Floating Bunker (T2)
The Floating Bunker is equipped with pounder guns and anti-air flak cannon, an all-round naval defense.
Can target an naval or land unit and an aircraft at the same time. - Pioneer Outpost
This Outpost allows LIS forces to expand into further areas.
Deployed by Pioneer Rovers. Adds a construction range around it. - Engineer Bay
The engineer bay supports extra constructions of LIS bases and also provides repairs to damaged troops.
Special support building of LIS. - Mother Command Module (Lander)
MCM in short. This is the centre of a Alpha Draconian base.
Resembles the Landers, deployed by construction probes. Upgrading this allows access to higher tier unit productions for factories within the range and new buildings. - Microreactor (T1)
A tiny reactor that is powerful enough to power up common Alpha Draconian facilities.
Basic power generator of Alpha Draconians. - Antanium Impactor (T1)
Even on battlefields, this thing is still an imoortant economy building of Alpha Draconains.
Act as a refinery. - Drone Pad (T1)
Alpha Draconians warps drones to the battlefield like how they teleport drones to their colonies for resource collection.
Infantry (drone) training centre. - Mecha Lab (T1)
The place where Alpha Draconian mechas are produced for combats.
Vehicle factory for Alpha Draconians. Also produces Draconian Orbiters (aircraft). - Sentry Module (T1)
The Sentry Module deploys and resupplies guard drones which can take down enemy infantries.
Anti-infantry and anti-air structure of Alpha Draconians. One Sentry dispatches 4 guard drones that fires rapid-fire blasters. - Ether Reactor (T2)
The Ether Reactor is powered by Ether, which provides a even massie amount of energy needed by power-intensive units and buildings.
Advanced power supply building. Strong explosion upon destruction. - Tesla Node (T2)
A very power intensive defensive weapon which is lethal to almost everything.
Advanced defense of Alpha Draconians. - Command Node (T1)
The Command Node is required to expand a Draconian base.
Provides extra construction range. Like Mother Command Module, buildings covered by the Command Node requires the Node’s upgrade to produce better units. - Draconian War Insitute (Tech II)
The Draconian War Insitute provide access for Draconain commanders to the better ways of combats.
Tech building of Alpha Draconians. - Electrosphere (Superweapon)
The Electrosphere can fire a electron ball to release deadly discharges, while can also paralyse those survived and buildings.
Primary superweapon of Alpha Draconians. - Nanocube (Superweapon)
The Nanocube contains nanites which allows to put a tempoary invincible armour onto any steel (actually also works with concretes) claded objects. Anything biological will be killed as the armour coating is biologically harmful.
Support superweapon of Alpha Draconians. - Shield Projector (T2)
The shield projector provides a extra layer of defense to any Alpha Draconian base. If the shield is destroyed it’ll regenerate over time.
Special support building of Alpha Draconians. - Command Post (Lander)
The Command Post is the core in a Zolarg warfare.
Deployed by the Queen drone, it’s same concept as the lander. However it won’t do constructions, instead it’ll create various kind of worker drones which deploys into buildings. - Sugar Burner
Very ordinary power generator in any Zolarg colony and military base.
Basic power generator of Zolarg. - Antanium Furnance
Basically an ore refinery.
Yes, an ore refinery. What else I can tell? - Barrack Mound (T1)
There’s not much difference between a Barrack Mound and any ordinary mound in Zolarg Empire, except that there’s no Queen but officiers in Barrack Mounds.
Infantry training facility of Zolarg Empire. - Watchtower (T1)
Where soldier insectoids stays on duty to keep enemies away. One of them is a Rifle-bug and another being Grenadier.
Land defense structure of Zolarg Empire. - Flak Bunker (T1)
Flak bunker fires explosives mixed with ant pastes into the sky. Those aircrafts hit by these explosives not just have their hull damaged but also move slower.
- Armourcrafts (T1)
The craftsbugs in Armourcrafts builds crude combat vehicles for Insectoid soldiers.
Vehicle factory of Zolarg Empire. - Aerohive (T1)
The air swarms are breeded and trained here, which they are used for bombarding enemies.
Aerohive is the airbase of Zolarg Empire, producing flying units. - Brood Training Centre (Tech I)
In order to get the insectoid broods ready for field service earlier and the need for better tachics and weapons, the Brood Training Centre is needed.
T2 Tech centre of Zolarg. - War College (Tech II)
The War College provides full support to any Zolarg Commander who needs stronger powers.
T3 Tech centre of Zolarg. - Boat Yard (T1)
If you think Insectoids are afraid of the seas, then you’re wrong. They are ready to conquer the seas.
Ship factory of Zolarg Empire. - Altar of Doom (Superweapon)
The Altar of Doom is powered by the Zolarg Empire’s forbidden power - Antaura. Everyone who see it would feel like it’ll summon something that will cause a doomsday.
Primary superweapon of Zolarg Empire. - The Tower of Mind (Superweapon)
Anything that has a mind will never able to escape control from this Tower of Mind.
Support superweapon of Zolarg Empire. - Shrine of Destiny (T2)
The faith will keep your brothers going.
Special support building of Zolarg Empire. It can boost up the training speed of units.
Hopefully you’ll like my ideas!
Gonna post ALOT of my ideas for the Zolarg faction. As it stands, compared to say... United Earth, the Zolarg tech tree is VERY small.
You can reach it's end in under a day, while United Earth takes atleast a week if you suck sorta, or probly 4-5 days if you know what you're doing.
As it stands, there's currently alot of buildings that don't do much for a "late-game" colony, atleast not as much as it COULD. I will go through each one, and suggest an upgrade for each that currently doesn't exist in any capacity, if I'm wrong on if there's no better upgrade, then let me know!
Brew Pit.
This produces about 2 rum per second, according to my stats page, so that's an estimate, however even with 91 fully staffed and operating, it doesn't equal enough rum to make more than 1 crystalline patch.
Suggested upgrade: Unholy Brew Tank. At the cost of Antaura, Water and Food, this could produce well up to 50 rum per second, and be just as large as a Brew Pit, with probly about 6 workers. Likely could cost Antanium, Antaura, Wood, and Ant Paste, maybe Civics as well.
Suggested Upgrade: Brew Ravine. At the cost of some sugar, water and food, this produces less food than the Unholy Brew Tank and takes up more space, being 1x3 diagonally top right, to bottom left length-wise, but also takes less workers, only 3. Could cost antanium, alot of Civics, Tons of ant Paste, Gold, and maybe Wood.
Supply Pile.
Ofcourse, it increases storage of literally everything, but just by a little bit.
Suggested upgrade: Unholy Pit of Stuff. Would be 2x2, but would store at least 4 times more things than 4 supply piles, since it'd look like a mystic-inspired, cool hole in the ground filled with stuff, and holes hold more than piles.
This wouldn't cost Antaura to run it, but could cost Antaura to build, but less amounts of other resources compared to a money pit, since you've got basically magic doing most of the digging.
Suggested Upgrade: Sugar Matrix of Supply. Could be just as big as a Supply pile, but would contain more, being a tall sugar-powered silo that uses sugar power in ways to miniaturize the contents. (or could be a constant Antaura draw maybe?) Would require workers to keep running, and maybe 50-100 power.
Shrine of Mystics.
Produces Antaura.
Suggested Upgrade: Unholy Temple of Mystics. Would be 3x3 or 4x4, but produces WAY more antuara than a Shrine of Mystics. Needs more workers also, but also could be a tech-required building for other researches.
Suggested Upgrade: Monolith of Mystics. Would remove the worker cost of Shrines, but would cost power and produce more Antaura than a Shrine. It would cost ALOT of antanium, Antaura and Civics to produce, but no Wood whatsoever. Or it could cost no Antaura.
Mound.
Gives 200 population room and produces a decent amount of food per second.
Suggested Upgrade: Unholy Mound of Whorship. Would be a 3x3 building that would likely contain atleast 2 times more, and would produce Antaura instead of Food as an addition.
Suggested Upgrade: Hive. Would be just as large, just a taller structure, and would cost primarily Antanium, Ant Paste, Civics, and Aluminum.
Aluminum Mine
Essentially an endless source of Aluminum, provided you have the time, effort and resources to keep placing them.
Indirect Upgrade Suggestion: Unholy Core Mine. This would be much larger, but uses Antaura to power itself along with alot of power. This could also be an upgrade to the Mining Operation, it could take WAY more workers, but produces a little bit of everything one could get from the ground.
Synthetic Crystalline Patch
A placeable patch of Crystalline, you can get 400 of it from this.
Indirect Upgrade Suggestion: Crystalline Growth Pit. Would be a 3x3-ish structure that costs alot of Rum to run, but produces Crystalline. Would cost Crystalline and Rum, maybe also Aluminum and Ant Paste. Would use Power to increase the growth rate of Crystalline, maybe 200 power?
Could also cause
Indirect Upgrade Suggestion: Crystalline Growth Node. Would be a 1x1 structure that costs Antaura and power to run, requires no workers, but ends up creating Crystalline patches near it that regenerate and expand at a rate needed for high crystalline demands.
Mega Tree
A really big tree that gives 800 wood.
Indirect Upgrade suggestion: Unholy Chamber of Growth. Clones colonists, and produces a bit of everything gained from plants, so wood and sugar mainly. Costs Antaura and power to run alongside a steady supply of water and a decent workforce. Dunno on costs and size.
New Building Suggestion: Pit of Terraforming. Burns wood and Ant Paste consistently in order to produce atmosphere.
Alt Idea: Antauran Utopian Pillar. Costs alot of Antaura to consistently produce atmosphere up to 11 million atmosphere. Or 16 million, either way it produces it up to a point and either temporarily turns off once that point is reached,
New Building suggestion: Gross Shape. Uses Antaura to absorb atmosphere above smog-levels, but looks really gross and wrong. Just a big ball of concentrated pollution. Could produce Pollution as a physical resource.
That's all I can come up with, sorry for the huge wall of text, I just really enjoy Zolarg, and want more to be added, so I'm doing my part as best as I can!
You can reach it's end in under a day, while United Earth takes atleast a week if you suck sorta, or probly 4-5 days if you know what you're doing.
As it stands, there's currently alot of buildings that don't do much for a "late-game" colony, atleast not as much as it COULD. I will go through each one, and suggest an upgrade for each that currently doesn't exist in any capacity, if I'm wrong on if there's no better upgrade, then let me know!
Brew Pit.
This produces about 2 rum per second, according to my stats page, so that's an estimate, however even with 91 fully staffed and operating, it doesn't equal enough rum to make more than 1 crystalline patch.
Suggested upgrade: Unholy Brew Tank. At the cost of Antaura, Water and Food, this could produce well up to 50 rum per second, and be just as large as a Brew Pit, with probly about 6 workers. Likely could cost Antanium, Antaura, Wood, and Ant Paste, maybe Civics as well.
Suggested Upgrade: Brew Ravine. At the cost of some sugar, water and food, this produces less food than the Unholy Brew Tank and takes up more space, being 1x3 diagonally top right, to bottom left length-wise, but also takes less workers, only 3. Could cost antanium, alot of Civics, Tons of ant Paste, Gold, and maybe Wood.
Supply Pile.
Ofcourse, it increases storage of literally everything, but just by a little bit.
Suggested upgrade: Unholy Pit of Stuff. Would be 2x2, but would store at least 4 times more things than 4 supply piles, since it'd look like a mystic-inspired, cool hole in the ground filled with stuff, and holes hold more than piles.
This wouldn't cost Antaura to run it, but could cost Antaura to build, but less amounts of other resources compared to a money pit, since you've got basically magic doing most of the digging.
Suggested Upgrade: Sugar Matrix of Supply. Could be just as big as a Supply pile, but would contain more, being a tall sugar-powered silo that uses sugar power in ways to miniaturize the contents. (or could be a constant Antaura draw maybe?) Would require workers to keep running, and maybe 50-100 power.
Shrine of Mystics.
Produces Antaura.
Suggested Upgrade: Unholy Temple of Mystics. Would be 3x3 or 4x4, but produces WAY more antuara than a Shrine of Mystics. Needs more workers also, but also could be a tech-required building for other researches.
Suggested Upgrade: Monolith of Mystics. Would remove the worker cost of Shrines, but would cost power and produce more Antaura than a Shrine. It would cost ALOT of antanium, Antaura and Civics to produce, but no Wood whatsoever. Or it could cost no Antaura.
Mound.
Gives 200 population room and produces a decent amount of food per second.
Suggested Upgrade: Unholy Mound of Whorship. Would be a 3x3 building that would likely contain atleast 2 times more, and would produce Antaura instead of Food as an addition.
Suggested Upgrade: Hive. Would be just as large, just a taller structure, and would cost primarily Antanium, Ant Paste, Civics, and Aluminum.
Aluminum Mine
Essentially an endless source of Aluminum, provided you have the time, effort and resources to keep placing them.
Indirect Upgrade Suggestion: Unholy Core Mine. This would be much larger, but uses Antaura to power itself along with alot of power. This could also be an upgrade to the Mining Operation, it could take WAY more workers, but produces a little bit of everything one could get from the ground.
Synthetic Crystalline Patch
A placeable patch of Crystalline, you can get 400 of it from this.
Indirect Upgrade Suggestion: Crystalline Growth Pit. Would be a 3x3-ish structure that costs alot of Rum to run, but produces Crystalline. Would cost Crystalline and Rum, maybe also Aluminum and Ant Paste. Would use Power to increase the growth rate of Crystalline, maybe 200 power?
Could also cause
Indirect Upgrade Suggestion: Crystalline Growth Node. Would be a 1x1 structure that costs Antaura and power to run, requires no workers, but ends up creating Crystalline patches near it that regenerate and expand at a rate needed for high crystalline demands.
Mega Tree
A really big tree that gives 800 wood.
Indirect Upgrade suggestion: Unholy Chamber of Growth. Clones colonists, and produces a bit of everything gained from plants, so wood and sugar mainly. Costs Antaura and power to run alongside a steady supply of water and a decent workforce. Dunno on costs and size.
New Building Suggestion: Pit of Terraforming. Burns wood and Ant Paste consistently in order to produce atmosphere.
Alt Idea: Antauran Utopian Pillar. Costs alot of Antaura to consistently produce atmosphere up to 11 million atmosphere. Or 16 million, either way it produces it up to a point and either temporarily turns off once that point is reached,
New Building suggestion: Gross Shape. Uses Antaura to absorb atmosphere above smog-levels, but looks really gross and wrong. Just a big ball of concentrated pollution. Could produce Pollution as a physical resource.
That's all I can come up with, sorry for the huge wall of text, I just really enjoy Zolarg, and want more to be added, so I'm doing my part as best as I can!
In time for the weekend, My Colony 2 has just been updated to v0.27.0 and should be hitting all platforms shortly! This update has a critical fix that might actually end up killing some existing colonies, so you are going to want to read on to find out what's new!
First for the big change. As I was implementing one of the new buildings for this update (the Ancient Alien Microchip Factory), I noticed that during it's production cycle, it was not consuming any Alien Artifacts. I tweaked with the building in the game editor a bit, and still no consumption. Upon further investigation, I noticed that no building was consuming any resources, and it's been like this all along!
How I missed such an obvious flaw is beyond me, although I don't know if anybody else really noticed it either. It's easy to overlook a bug that actually benefits you, I suppose. Looking back though, stockpiling resources did always seem a bit easier in MC2 as compared to MC1.
Anyway, I went ahead and fixed the issue, loaded up my main colony, and it immediately died. Stockpiles of Ore, Gold, Wood, Charcoal, Crystalline, Rum, Uranium, you name it, all quickly evaporated. My settlements had been running so long on a balance based on zero resource consumption, I never built up the necessary production and gathering capabilities to handle the industrial output. Needless to say, it pretty much brought my entire colony to a standstill. Not only that, but since I had several settlements connected to the same resource pool using trade depots, every single one was brought down to a grinding halt!
It actually took me several hours to recover my game from this calamity. In fact, the fix required me to alter the stats of several buildings, because it became plain once resource consumption was factored in that many buildings were either under producing or over consuming resources. Because of this, production and consumption stats have been altered in this update for the Sugar Extraction Lab, Tree Farm, Charcoal Factory, Uranium Enrichment Facility, Canteen, Gold Synthesis Lab, Ore Fracking Operation, and Rum Distillery. I think I have a reasonable balance going right now, but of course there are likely things that I have overlooked. If you find structures that need rebalanced because of this changed, either buffed or nerfed in some way, let me know in the comments to this post.
Now, while I was trying to figure out this new balance, it was actually quite difficult to do at the beginning, as My Colony 2 lacks detailed resource consumption/production stats like you would find in My Colony 1. At least it did lack those stats, as this update now adds a new Resources tab to the Statistics window!
As in My Colony 1, you can select each resource to see the breakdown on which buildings are providing/using a specific resource, which is a huge help when trying to work out and balance your settlement production levels.
Of course, the resource stats are not exactly, and cannot be exactly as they are in MC1, due to the nature of resource pools in MC2. Resources in this game are not kept per-player or even per settlement, but are rather stored in dynamic "pools" that can change as time goes on based on the existence of logistics stations, outposts and other such structures. This made putting together the stats collection and reporting a bit more difficult than it was in MC1, but it's mostly working here now. To view the stats of a resource pool, you have to move your camera/viewport to a settlement first, and you will be shown the stats for the resource pool that you are currently active in. At some point I will probably make it possible to view a list of all resource pools and which settlements they are connected to, I just have not gotten to it yet.
Moving along, this update brought a few big changes to roads, changes that I started working on a few updates ago and neglected to finish until now.
Firstly, roads with either production or consumption properties (such as the Solar Road) are now finally functional. Prior to this update, you could build a huge Solar Road network with 200 tiles, and it would only produce power based on the first tile placed. Now, they work as you would expect.
Next, Roads are now actually factored in to the path finder, and their "drive speed modification" stats now actually work! You may or may not have noticed, but before this update roads had basically no impact on what your Rovers did, other than providing an aesthetic look. Roads are now fully functional, and will work in basically the same manner as they do in MC1.
Finally, and maybe most importantly, you can no build roads (and some other structures) anywhere you want, no settlement required!
Wouldn't it be nice to build a big beautiful highway connecting all of your settlements together? You couldn't do it before, but you can now! Roads can now be built anywhere, as long as you have an appropriate Rover in range. The resources used to pay for the roads will come from your closest settlement to the road in question (the closes settlement owned by the player building the road). The only restriction is that you can not build a road in a chunk/settlement that is "owned" by another player.
The Game Editor now also allows you to specify other buildings, besides roads, that can be built out-of-settlement. The only one right now is the Commemorative Plaque, since I figured it would nice to be able to place signs along the side of your highways.
Moving along, I did a lot of focus and work on performance optimizations in this release. When a map had larger settlements, the game was starting to get so laggy (at least on my M1 Mac) that it was barely playable anymore, so something had to be done. Obviously there is always more performance work to be done, but here are some of the changes so far.
Firstly, I reduced the radius of chunks that are generated around the camera, and I lowered the time that it takes before the engine clears out chunks that are no longer active around the camera. This provides a pretty large reduction in memory usage when you are in a big settlement, as it can reduce the number of .vpp models loaded in memory significantly. At some point I will probably make this a setting in the Engine Settings window, so people with epic desktop computers and RTX video cards can turn their chunk render distance way up if they want to, but since most players right now are using a smart phone, I decided to lower the default setting.
Speaking of default settings, most of the "pretty" engine settings, such as Anti Aliasing, Depth of Field, Dynamic Shadows, Fancy Water, etc, are now turned off by default. These you can always just turn back on in the settings menu if your machine can handle them, but I wanted the default settings to be low so that a new player wont get in the game and immediately experience lag if they are using a lower end machine.
A lot of improvements have also been made to the server code, which runs on a separate thread from the renderer. There was a pretty big issue where the game server would lag down hard if you had a ton of rovers in your game, since every "tick" a rover checks to see if it should be building something or not. To address this, the server now keeps track of whether or not there are actually buildings under construction, and so Rovers will only check if they should be building when there is actually something to build. Makes sense, right?
Moving along, since the last update introduced the Excavator and digging, it basically became possible to turn the Desert World map into a little water world by digging out your own lakes and rivers. Because of this, it only made sense to allow all of the water based structures and units to be constructed on the desert map.
You are now free to terraform your Desert World map into the holiday paradise that your colonists have been yearning for.
Next up, this update adds the classic Crystalbot from MC1, and with it comes the ability to create and grow Synthetic Crystalline Deposits. Be careful though, because the Synthetic Crystalline is a cancer that is as aggressive as ever, so I would suggest not building it too close to your settlement...
My original inspiration for Crystalline (back in MC1) was the Tiberium from Command and Conquer, a substance that provides power but that also spreads and can become an environmental catastrophe. For this reason, you need to take extra precautions when dealing with the synthetic stuff, as it can easily get out of hand if you let it.
I think I mentioned earlier in this post that the Ancient Alien Microchip Factory has been added to the game. This along with the Crystalline stuff requires two new techs, Ancient Alien Manufacturing and Crystalline Synthesis. I also added the new Luxury Townhome, a decorative housing unit for Premium players.
Since I was on the topic of new Research, I will mention the final engine change to this update. Players who are either in a hurry or want to speed through a new game can now instant-unlock new research using Ape Coins. Like I mentioned in the last My Colony 1 release notes, I am going to be looking for better ways to monetize the My Colony games without resorting to heavy advertising, and this seemed like a reasonable way that is totally optional and does not fundamentally change the game for existing players.
So all in all, this was a pretty big update for My Colony 2. I would suggest that all players be careful when they first open their games after the update, and to comb over your settlements and their research stats, because there will probably be things you need to change, particularly if you have an older established colony.
Moving forward, my near-term plans are to continue expanding the Alien/Quantum tech trees. I am also going to be bringing a Galactic Board of Trade to My Colony 2 in some form (gotta work out the details on that one), and I will also probably be adding a Spice World (not related to the Spice Girls) to implement some of the Spice suggestions from @Architecture1134 and others. There is also a lot coming soon to the original My Colony and to Colony Wars, but more on those another day. All in all, a lot of excitement coming to the My Colony Universe of games, and I should probably put together another episode of the My Colony Podcast to discuss it all. But until then, check out the new update, enjoy, have a good weekend, let me know what issues you find or suggestions you have, and stay tuned for more!
https://www.apewebapps.com/my-colony-2/
#mycolony2
First for the big change. As I was implementing one of the new buildings for this update (the Ancient Alien Microchip Factory), I noticed that during it's production cycle, it was not consuming any Alien Artifacts. I tweaked with the building in the game editor a bit, and still no consumption. Upon further investigation, I noticed that no building was consuming any resources, and it's been like this all along!
How I missed such an obvious flaw is beyond me, although I don't know if anybody else really noticed it either. It's easy to overlook a bug that actually benefits you, I suppose. Looking back though, stockpiling resources did always seem a bit easier in MC2 as compared to MC1.
Anyway, I went ahead and fixed the issue, loaded up my main colony, and it immediately died. Stockpiles of Ore, Gold, Wood, Charcoal, Crystalline, Rum, Uranium, you name it, all quickly evaporated. My settlements had been running so long on a balance based on zero resource consumption, I never built up the necessary production and gathering capabilities to handle the industrial output. Needless to say, it pretty much brought my entire colony to a standstill. Not only that, but since I had several settlements connected to the same resource pool using trade depots, every single one was brought down to a grinding halt!
It actually took me several hours to recover my game from this calamity. In fact, the fix required me to alter the stats of several buildings, because it became plain once resource consumption was factored in that many buildings were either under producing or over consuming resources. Because of this, production and consumption stats have been altered in this update for the Sugar Extraction Lab, Tree Farm, Charcoal Factory, Uranium Enrichment Facility, Canteen, Gold Synthesis Lab, Ore Fracking Operation, and Rum Distillery. I think I have a reasonable balance going right now, but of course there are likely things that I have overlooked. If you find structures that need rebalanced because of this changed, either buffed or nerfed in some way, let me know in the comments to this post.
Now, while I was trying to figure out this new balance, it was actually quite difficult to do at the beginning, as My Colony 2 lacks detailed resource consumption/production stats like you would find in My Colony 1. At least it did lack those stats, as this update now adds a new Resources tab to the Statistics window!
As in My Colony 1, you can select each resource to see the breakdown on which buildings are providing/using a specific resource, which is a huge help when trying to work out and balance your settlement production levels.
Of course, the resource stats are not exactly, and cannot be exactly as they are in MC1, due to the nature of resource pools in MC2. Resources in this game are not kept per-player or even per settlement, but are rather stored in dynamic "pools" that can change as time goes on based on the existence of logistics stations, outposts and other such structures. This made putting together the stats collection and reporting a bit more difficult than it was in MC1, but it's mostly working here now. To view the stats of a resource pool, you have to move your camera/viewport to a settlement first, and you will be shown the stats for the resource pool that you are currently active in. At some point I will probably make it possible to view a list of all resource pools and which settlements they are connected to, I just have not gotten to it yet.
Moving along, this update brought a few big changes to roads, changes that I started working on a few updates ago and neglected to finish until now.
Firstly, roads with either production or consumption properties (such as the Solar Road) are now finally functional. Prior to this update, you could build a huge Solar Road network with 200 tiles, and it would only produce power based on the first tile placed. Now, they work as you would expect.
Next, Roads are now actually factored in to the path finder, and their "drive speed modification" stats now actually work! You may or may not have noticed, but before this update roads had basically no impact on what your Rovers did, other than providing an aesthetic look. Roads are now fully functional, and will work in basically the same manner as they do in MC1.
Finally, and maybe most importantly, you can no build roads (and some other structures) anywhere you want, no settlement required!
Wouldn't it be nice to build a big beautiful highway connecting all of your settlements together? You couldn't do it before, but you can now! Roads can now be built anywhere, as long as you have an appropriate Rover in range. The resources used to pay for the roads will come from your closest settlement to the road in question (the closes settlement owned by the player building the road). The only restriction is that you can not build a road in a chunk/settlement that is "owned" by another player.
The Game Editor now also allows you to specify other buildings, besides roads, that can be built out-of-settlement. The only one right now is the Commemorative Plaque, since I figured it would nice to be able to place signs along the side of your highways.
Moving along, I did a lot of focus and work on performance optimizations in this release. When a map had larger settlements, the game was starting to get so laggy (at least on my M1 Mac) that it was barely playable anymore, so something had to be done. Obviously there is always more performance work to be done, but here are some of the changes so far.
Firstly, I reduced the radius of chunks that are generated around the camera, and I lowered the time that it takes before the engine clears out chunks that are no longer active around the camera. This provides a pretty large reduction in memory usage when you are in a big settlement, as it can reduce the number of .vpp models loaded in memory significantly. At some point I will probably make this a setting in the Engine Settings window, so people with epic desktop computers and RTX video cards can turn their chunk render distance way up if they want to, but since most players right now are using a smart phone, I decided to lower the default setting.
Speaking of default settings, most of the "pretty" engine settings, such as Anti Aliasing, Depth of Field, Dynamic Shadows, Fancy Water, etc, are now turned off by default. These you can always just turn back on in the settings menu if your machine can handle them, but I wanted the default settings to be low so that a new player wont get in the game and immediately experience lag if they are using a lower end machine.
A lot of improvements have also been made to the server code, which runs on a separate thread from the renderer. There was a pretty big issue where the game server would lag down hard if you had a ton of rovers in your game, since every "tick" a rover checks to see if it should be building something or not. To address this, the server now keeps track of whether or not there are actually buildings under construction, and so Rovers will only check if they should be building when there is actually something to build. Makes sense, right?
Moving along, since the last update introduced the Excavator and digging, it basically became possible to turn the Desert World map into a little water world by digging out your own lakes and rivers. Because of this, it only made sense to allow all of the water based structures and units to be constructed on the desert map.
You are now free to terraform your Desert World map into the holiday paradise that your colonists have been yearning for.
Next up, this update adds the classic Crystalbot from MC1, and with it comes the ability to create and grow Synthetic Crystalline Deposits. Be careful though, because the Synthetic Crystalline is a cancer that is as aggressive as ever, so I would suggest not building it too close to your settlement...
My original inspiration for Crystalline (back in MC1) was the Tiberium from Command and Conquer, a substance that provides power but that also spreads and can become an environmental catastrophe. For this reason, you need to take extra precautions when dealing with the synthetic stuff, as it can easily get out of hand if you let it.
I think I mentioned earlier in this post that the Ancient Alien Microchip Factory has been added to the game. This along with the Crystalline stuff requires two new techs, Ancient Alien Manufacturing and Crystalline Synthesis. I also added the new Luxury Townhome, a decorative housing unit for Premium players.
Since I was on the topic of new Research, I will mention the final engine change to this update. Players who are either in a hurry or want to speed through a new game can now instant-unlock new research using Ape Coins. Like I mentioned in the last My Colony 1 release notes, I am going to be looking for better ways to monetize the My Colony games without resorting to heavy advertising, and this seemed like a reasonable way that is totally optional and does not fundamentally change the game for existing players.
So all in all, this was a pretty big update for My Colony 2. I would suggest that all players be careful when they first open their games after the update, and to comb over your settlements and their research stats, because there will probably be things you need to change, particularly if you have an older established colony.
Moving forward, my near-term plans are to continue expanding the Alien/Quantum tech trees. I am also going to be bringing a Galactic Board of Trade to My Colony 2 in some form (gotta work out the details on that one), and I will also probably be adding a Spice World (not related to the Spice Girls) to implement some of the Spice suggestions from @Architecture1134 and others. There is also a lot coming soon to the original My Colony and to Colony Wars, but more on those another day. All in all, a lot of excitement coming to the My Colony Universe of games, and I should probably put together another episode of the My Colony Podcast to discuss it all. But until then, check out the new update, enjoy, have a good weekend, let me know what issues you find or suggestions you have, and stay tuned for more!
https://www.apewebapps.com/my-colony-2/
#mycolony2
This upgrade to the gold synthesis lab exists in My Colony 1, so why does it not exist in My Colony 2? Well, lets change that. Seeing as new buildings need more and more gold, we will need a gold synthesis lab that can keep up with the demand. That is where the Ancient Alien Gold Synthesis Lab comes in. As the alien upgrade to the regular lab, this lab is more expensive to make and needs artifacts, but it produces way more gold. Since the ancient alien gold synthesis lab was a reskin of the gold synthesis lab, I thought that this one should follow suit. I have a reskinned gold synthesis lab to follow with the ancient alien theme.
GeneralWadaling said:MizarAlcor said:You can import the crystalline from Stargate instead, then research the Crystalline Synthesis, and build the Crystalbot to start spawning the Synthetic Crystalline.
LIS humans however, outside from Ice World, can not build any bots to spawn Synthetic Crystalline, as they can not build the Crystalbots.
Humm actually GBT (Galactic board of trade) is the easiest access to it, if you play online colony :D
Yes, but the only problem is if you want to play offline, honestly i feel like needing crystalline to be able to make crystalline is a bit ridiculous (playing as offline UE), make it something with maybe 500 Alien artifacts or maybe even what is produced via center of aritificial learning, acient alien instructions, but just something other than crystalline please
Just wanted to bring this up incase Bast forgot, or maybe has as a different idea to implement later, buuuuut...
United Earth cannot build Tundra Rovers, the only human builder capable of building Synthetic Crystalline Deposits.
Or the flaw is the fact United Earth can even research the tech to allow Synthetic Crystalline to begin with.
To be totally honest, I wouldn't mind if the tech was moved FAR up the tech tree near Next-Gen energy generators, and to have United Earth build structures that can fabricate Crystalline, though at a somewhat slow rate, versus say... an equivalent building for the Zolarg, Reptilians, and/or LIS, while on a planet Crystalline is native to.
United Earth cannot build Tundra Rovers, the only human builder capable of building Synthetic Crystalline Deposits.
Or the flaw is the fact United Earth can even research the tech to allow Synthetic Crystalline to begin with.
To be totally honest, I wouldn't mind if the tech was moved FAR up the tech tree near Next-Gen energy generators, and to have United Earth build structures that can fabricate Crystalline, though at a somewhat slow rate, versus say... an equivalent building for the Zolarg, Reptilians, and/or LIS, while on a planet Crystalline is native to.
I'm sorta not a good person to ask that, but It depends on your faction.
LIS on the Ice World is the hardest experience you're likely to have in the game so far. Crystalline needs to be processed for power, your only source of it for a LONG time. Crystalline will later run out, when you also need a decent Rum production line to plant more crystalline to keep the lights on.
Zolarg on the Ice World, on the other hand, is a bit tougher, since Crystalline is used to make sugar, which will eventually run out also if you also don't make more rum production to plant more crystalline so you don't starve all your people to death by accident.
Granted, this can easily be circumvented by sending 3 million food via a capitol or consulate equal to level 5.
This can make Zolarg easier than the LIS hands down as at the end of the day, if you do it right, you shouldn't need to import food for a long while, unless you started with anything less than a Small+ or Abundant resource world and wasted time in not rushing the tech tree as quickly as possible.
It DOES however make it very hard to get overzealous with expansion compared to the easier worlds where over-expanding isn't as heavily punished.
In Ice Worlds, if you run out of Crystalline at any point and can't mine anymore, you are completely done for. That planet will never progress further. Ever.
If there was a loss condition, that'd be it for Ice Worlds, since you can't buy Crystalline in any capacity, and I'm actually unsure if you can gift it to others.
In short: No other planet-type even holds a candle to Ice Worlds for difficulty and it's all due to the lack of being able to trade Crystalline.
LIS on the Ice World is the hardest experience you're likely to have in the game so far. Crystalline needs to be processed for power, your only source of it for a LONG time. Crystalline will later run out, when you also need a decent Rum production line to plant more crystalline to keep the lights on.
Zolarg on the Ice World, on the other hand, is a bit tougher, since Crystalline is used to make sugar, which will eventually run out also if you also don't make more rum production to plant more crystalline so you don't starve all your people to death by accident.
Granted, this can easily be circumvented by sending 3 million food via a capitol or consulate equal to level 5.
This can make Zolarg easier than the LIS hands down as at the end of the day, if you do it right, you shouldn't need to import food for a long while, unless you started with anything less than a Small+ or Abundant resource world and wasted time in not rushing the tech tree as quickly as possible.
It DOES however make it very hard to get overzealous with expansion compared to the easier worlds where over-expanding isn't as heavily punished.
In Ice Worlds, if you run out of Crystalline at any point and can't mine anymore, you are completely done for. That planet will never progress further. Ever.
If there was a loss condition, that'd be it for Ice Worlds, since you can't buy Crystalline in any capacity, and I'm actually unsure if you can gift it to others.
In short: No other planet-type even holds a candle to Ice Worlds for difficulty and it's all due to the lack of being able to trade Crystalline.
I have a question and after searching to see if it has already been asked, for about an hour and a half, I guess I'll start a new question. Gods I hope this is in the right area. Ok, so I'm playing offline (I never play my colony online) and I'm playing the humans (the United earth ) and I'm on an earth like planet, and it gives me the new option to spend research points and 100 crystalline to learn to grow synthetic crystalline. I don't think there is any way to get crystalline , except as a reward for watching a video , so if I do got some, and I spend the research and crystalline, what do I need to build synthetic crystalline? I really want to, but as of last year, only certain planets had the ability to grow crystalline. So, will it even be possible to grow synthetic crystalline on an earth like planet, and if so......what do I need to do to grow it if I ever get some real stuff to spend on the Research? I've been playing this game for over a full year, I even have an older version still on my pc with the lottery ticket glitch in it that allows you to charge anything for lottery tickets and still sell a ton....I play that when I'm not in the mood for a challenge , and just want to enjoy the game for the sake of playing. Any help at all would be most appreciated.
Today's update to My Colony brings a few UI changes that might still need fleshed out a bit, but I think in the long run will be seen as an improvement over what we had previously. Here is a look at what is new:
My Colony v0.60.0 Changelog
New Stuff
The biggest change in this release is the new UI for the resources. You can see a more detailed discussion about it in this thread. Essentially, anybody who has played on mobile, particularly in the later stages of the game, knows that the resource layout would end up taking up half of the screen, making is hard to play the game properly. To fix this, the resources section has been condensed to between 1 and 3 (depending on your UI options and screen size) lines at the top of the screen. The resources now scroll by in a ticker-type banner, instead of all being displayed at once. You can toggle between this view and the old view by tapping/clicking on the resources display.
Also to reduce resource clutter, the numbers have been abbreviated and the total storage capacity has been removed by default. For example, where your food storage may have once said: 2,567,321/4,000,000, it will now just say 2.6M. If you want to go back to the old way, go to engine settings from the slide out menu and you can customize the readout any way you like it.
Anyway, I see this as a good change to clean up the main interface a bit, but please let me know your comments or ways to improve it further (or tell me if you don't like the change at all). The option is there to completely go back to the way it was before, so it should work out fine for most people, but again just let me know how you guys like it to be.
Moving on, some later-game tech and structures have been added for the Human races. The new Human updates allow the production of Diamonds on all colonies, and introduce a new resource which unlocks the production of Alien Relics for human players. These updates are necessary for offline colonies to be able to produce these resources, but are expensive enough to where they shouldn't destroy those resources for online players on the GBT.
Speaking of the GBT, Lava World players who are actually able to survive long enough to unlock the global market can now export Obsidian. Obsidian will become an important resource soon, so stay tuned for that.
Zolarg colonies now have the ability to create synthetic Crystalline on all maps, including the Sugarland map, also unlocking several Crystalline related structures.
As for the Reptilians, they now have access to the GBT through the new Universal Commodities Exchange structure. The Universal Commodities Exchange is actually like a mix of the GBT and the Black Market Bazaar, as it also brings in a slow steady stream of rare resources from across the galaxy (through theft).
Coming Soon
My plans for the next few updates include Reptilian independence structures, with a capitol building and others. Also, all three races will be getting new Obsidian related structures, and Humans will be seeing some new ultra-expensive later-game content. Alien Instructions will also be coming to the GBT with the next update.
So that's all for today's update. I will be working on another Gaul update for Antiquitas next, and before the month is out I plan on releasing My Tokens and a cross-platform multiplayer beta for Death 3d. Between all of that though, there should be at least 2 more My Colony updates this month, so stay tuned!
The My Colony update is live now on Web and the Ape Apps Launcher. Should be arriving very soon on Android, and will probably hit iOS, Windows Store, and Native Client later this week. Enjoy!
My Colony v0.60.0 Changelog
New Stuff
- New Structures: Advanced Clothing Sweatshop, Transcendent Academy, Auntie Belles Cupcake Factory, Synthetic Diamond Laboratory, Universal Commodities Exchange
- New Tech: Transcendence
- New Resource: Ancient Instructions
- New UI for the main resources readout
- Lowered worker IQ requirements for the Small Research Lab
- 'River' tiles can now be bulldozed on the Earthlike map
- Increased the cost of the Center for Relic Studies
- Lowered building repair costs
- Obsidian has been added for trade on the GBT
- Synthetic Crystalline can now be built on all Zolarg maps (probably LIS too, forgot to test that)
- All humans can now unlock the Diamond Mining tech
- Center for Artificial Learning now generates the new Alien Instructions resource
- Added two new UI engine settings
The biggest change in this release is the new UI for the resources. You can see a more detailed discussion about it in this thread. Essentially, anybody who has played on mobile, particularly in the later stages of the game, knows that the resource layout would end up taking up half of the screen, making is hard to play the game properly. To fix this, the resources section has been condensed to between 1 and 3 (depending on your UI options and screen size) lines at the top of the screen. The resources now scroll by in a ticker-type banner, instead of all being displayed at once. You can toggle between this view and the old view by tapping/clicking on the resources display.
Also to reduce resource clutter, the numbers have been abbreviated and the total storage capacity has been removed by default. For example, where your food storage may have once said: 2,567,321/4,000,000, it will now just say 2.6M. If you want to go back to the old way, go to engine settings from the slide out menu and you can customize the readout any way you like it.
Anyway, I see this as a good change to clean up the main interface a bit, but please let me know your comments or ways to improve it further (or tell me if you don't like the change at all). The option is there to completely go back to the way it was before, so it should work out fine for most people, but again just let me know how you guys like it to be.
Moving on, some later-game tech and structures have been added for the Human races. The new Human updates allow the production of Diamonds on all colonies, and introduce a new resource which unlocks the production of Alien Relics for human players. These updates are necessary for offline colonies to be able to produce these resources, but are expensive enough to where they shouldn't destroy those resources for online players on the GBT.
Speaking of the GBT, Lava World players who are actually able to survive long enough to unlock the global market can now export Obsidian. Obsidian will become an important resource soon, so stay tuned for that.
Zolarg colonies now have the ability to create synthetic Crystalline on all maps, including the Sugarland map, also unlocking several Crystalline related structures.
As for the Reptilians, they now have access to the GBT through the new Universal Commodities Exchange structure. The Universal Commodities Exchange is actually like a mix of the GBT and the Black Market Bazaar, as it also brings in a slow steady stream of rare resources from across the galaxy (through theft).
Coming Soon
My plans for the next few updates include Reptilian independence structures, with a capitol building and others. Also, all three races will be getting new Obsidian related structures, and Humans will be seeing some new ultra-expensive later-game content. Alien Instructions will also be coming to the GBT with the next update.
So that's all for today's update. I will be working on another Gaul update for Antiquitas next, and before the month is out I plan on releasing My Tokens and a cross-platform multiplayer beta for Death 3d. Between all of that though, there should be at least 2 more My Colony updates this month, so stay tuned!
The My Colony update is live now on Web and the Ape Apps Launcher. Should be arriving very soon on Android, and will probably hit iOS, Windows Store, and Native Client later this week. Enjoy!
Today My Colony v0.43.0 has been submitted to all platforms and should be arriving on your respective device shortly. I am still working on getting the bugs from the big engine overhaul worked out, and they are getting better for the most part, but the primary focus in this release was on new content. It had been quite a while since a new content release was made, and this is one of the largest ones ever. So without further delay, here are the release notes!
My Colony v0.43.0 Changelog
New Stuff
The biggest change revolves around the addition of the new Ice World map and the new Crystalline resource that was added along side it. This was my first test of having a map type work across multiple civilizations, and I think it works alright for the most part.
The Ice Maps are very micro-managy (especially on the Zolarg side), and much is yet to be added. They are fully playable right now though, just don't expect an easy ride. You particularly need to be careful to conserve Gold so that it does not run out before you have the means to produce it artificially. I expect Ice World maps to be profitable export colonies in the future.
In addition, some other much needed (in my opinion) items have been added to the game, including a Level 2 LIS capitol building, allowing the annexation of new lands. Also, a better Uranium facility, and an upgraded method for producing Ore on base-regolith type maps. A new Arcology type was added, and the old Arcology now provides education to its inhabitants. The Internet Relay Booth now also provides a small IQ boost. Oh yeah, the forum has moved too, so if you have not yet done so, you will need to create a new account.
Moving forward, the next update (besides working on more bug fixes) will probably focus on the Zolarg some more. I want to get the Zolarg race more fleshed out before adding in the next civilization, which will probably be the evil Reptilians.
One more thing, some of you might remember the My Colony Podcast I was doing a while ago. I plan on trying to merge the podcasting server here with the new forum and maybe doing another episode just to see how it goes. Then again, maybe I wont. We'll see.
So that's all for this update. There were probably more additions and changes that I didn't remember, but you get the point. Thank you to everybody for playing and stay tuned, much more to come!
My Colony v0.43.0 Changelog
New Stuff
- New Map Type: Ice World (LIS and Zolarg)
- New Resource: Crystalline
- New Structures: Fantasy Land Arcology, Ore Synthesis Lab, Big Playhouse, Micromine, Regolith Furnace, Compacted Snow Path, Diamond Crystal Reactor, Alien Enrichment Facility, Crystalmound, Ore Tunnel, Synthetic Crystalline, Independence Hall Level 2
- New Vehicles: Tundra Rover, Tundrabug
- New Techs: Next Gen Power Production, Crystalline Synthesis
- New Premium Content: Monument of Heroes, Blue Residential Complex
- A new Center Map option has been added for buildings, allowing you to select the new "center" location of the map.
- There is a new build options screen on road tiles, with a slightly revamped upgrade flow. A similar experience might be coming for Structures too, if people like how the new one looks.
The biggest change revolves around the addition of the new Ice World map and the new Crystalline resource that was added along side it. This was my first test of having a map type work across multiple civilizations, and I think it works alright for the most part.
The Ice Maps are very micro-managy (especially on the Zolarg side), and much is yet to be added. They are fully playable right now though, just don't expect an easy ride. You particularly need to be careful to conserve Gold so that it does not run out before you have the means to produce it artificially. I expect Ice World maps to be profitable export colonies in the future.
In addition, some other much needed (in my opinion) items have been added to the game, including a Level 2 LIS capitol building, allowing the annexation of new lands. Also, a better Uranium facility, and an upgraded method for producing Ore on base-regolith type maps. A new Arcology type was added, and the old Arcology now provides education to its inhabitants. The Internet Relay Booth now also provides a small IQ boost. Oh yeah, the forum has moved too, so if you have not yet done so, you will need to create a new account.
Moving forward, the next update (besides working on more bug fixes) will probably focus on the Zolarg some more. I want to get the Zolarg race more fleshed out before adding in the next civilization, which will probably be the evil Reptilians.
One more thing, some of you might remember the My Colony Podcast I was doing a while ago. I plan on trying to merge the podcasting server here with the new forum and maybe doing another episode just to see how it goes. Then again, maybe I wont. We'll see.
So that's all for this update. There were probably more additions and changes that I didn't remember, but you get the point. Thank you to everybody for playing and stay tuned, much more to come!
I will now be introducing the World Resources and PvE now. Stay tuned till the end!
==World Resources==
World Resources are an kind of resource that is each special to every world. They are produced by their respective production buildings, and are stored in the Warehouse. You earn them by gaining some when the Lander or Warehouse is destroyed, purchasing from the trader, requesting from commonwealthmates or by production. You can use them to hire mercenaries to fight alongside, trade the standard resources with other players, donate mercenaries to commonwealthmates or to craft Bottles. Bottles are simply items that can have beneficial effects. You can use them in your base, or in battle. However, some do carry along disadvantages. Be aware of this. Bottles only last for a few days. You need 1, 2 or 3 (Hero HP/ATK/Shield) world resources to craft tham. There will be the following exclusive world resources to each world:
Red Planet: Ice
Lunar World: Regolith
Water World: Fish/Salt Water
Forest World: Wood
Abandoned World: Ether/Regolith
Asteroid: Regolith
Ice World: Crystalline
Lava World: Obsidian/Cobalt
==PvE==
PvE missions are in against 3 seperate factions. You will unlock LIS first (50 stages), after LIS stage 25 Zolarg (75), and after Zolarg stage 50 Draconians (100). You will have to withstand some hard maps at the later levels. LIS campaign are the easy missions (-50% building health and defense damage), Zolarg campaign is normal (no buffs or nerfs), and Draconian campaign is hard (opposite of LIS). If you have unlocked the Zolarg Empire or the Alpha Draconians, PvE bases will attack each other, especially your base. You are responsible for attacking and defending your base in PvE. You can watch your base being attacked, but you cannot watch PvE factions attack another base (no resources on the other PvE map are stolen). However, you will lose your resources after one of these enemy attacks your base. This therefore happens in a cross-quadrilateral pattern.
Alright, that is the end of this part of the concept! I hope you like it!
==World Resources==
World Resources are an kind of resource that is each special to every world. They are produced by their respective production buildings, and are stored in the Warehouse. You earn them by gaining some when the Lander or Warehouse is destroyed, purchasing from the trader, requesting from commonwealthmates or by production. You can use them to hire mercenaries to fight alongside, trade the standard resources with other players, donate mercenaries to commonwealthmates or to craft Bottles. Bottles are simply items that can have beneficial effects. You can use them in your base, or in battle. However, some do carry along disadvantages. Be aware of this. Bottles only last for a few days. You need 1, 2 or 3 (Hero HP/ATK/Shield) world resources to craft tham. There will be the following exclusive world resources to each world:
Red Planet: Ice
Lunar World: Regolith
Water World: Fish/Salt Water
Forest World: Wood
Abandoned World: Ether/Regolith
Asteroid: Regolith
Ice World: Crystalline
Lava World: Obsidian/Cobalt
==PvE==
PvE missions are in against 3 seperate factions. You will unlock LIS first (50 stages), after LIS stage 25 Zolarg (75), and after Zolarg stage 50 Draconians (100). You will have to withstand some hard maps at the later levels. LIS campaign are the easy missions (-50% building health and defense damage), Zolarg campaign is normal (no buffs or nerfs), and Draconian campaign is hard (opposite of LIS). If you have unlocked the Zolarg Empire or the Alpha Draconians, PvE bases will attack each other, especially your base. You are responsible for attacking and defending your base in PvE. You can watch your base being attacked, but you cannot watch PvE factions attack another base (no resources on the other PvE map are stolen). However, you will lose your resources after one of these enemy attacks your base. This therefore happens in a cross-quadrilateral pattern.
Alright, that is the end of this part of the concept! I hope you like it!
In my previous post, I mentioned how it'd be nice to have wider content instead of deeper content. So here are some ideas for that content (still only human ideas except where otherwise noted):
Technologies:
Black Hole Synthesis: Requires Alien Quantum Physics.
Vehicles:
Bluebot: Premium only. A faster version of Adv builder bot.
Buildings:
Large Recycling Center: An upgrade to Medium Recycling Center. Produces plastic. Also produces one of pottery, aluminum, and toy. Requires Tall Construction, Advanced Chemical Synthesis.
Alga-Oil, Inc.: Produces Oil from trash in small-ish quantities. Requires Advanced Chemical Synthesis.
Food Disposal Center: "Just in case you ran out of trash". Turns food into large amounts of trash.
Charcoal Scrubber: Consumes Atmosphere and turns into charcoal (removes CO2). Weaker than Atmosphere scrubber.
Triantantium Mine: "When you really, really, need Triantanium, that's when you start making black holes". 5x5 top secret building which has a black hole in the center. Converts Steel and Uranium into Triantanium by dropping it into a black hole and catching what comes back out. Consumes Ether to stabilize the black hole. Much better than the other refineries. Requires Black Hole Synthesis.
Center for Black Hole Studies: Consumes ether and turns it into research. Worse than Center for Artificial Learning
Five-Star Restaurant. Premium only. Gold plated version of Restaurant. Consumes more food and produces much more money.
Mega Resort: 7x7 Building housing tons of tourists. Makes an actually large amount of money. Consumes pottery, toys, cloth, food, water, rum, and robots.
Large Space Port: Consumes Starships, brings in 100s of tourists at a time.
Bureau of Regulations: Upgrade to Bureau of bureaucracy, has 1000 jobs and produces 5x the civics.
Customs House (Human): Charge $100 from tourists who enter. A way to start actually making money from tourists. Just surround space ports with these so they have to go in.
News Station: Consumes software. Provides entertainment and civics.
Reeds, Giant Sequoia: Fir tree reskins.
Banana Tree, Apple Tree, Orange Tree, Grape Vines: Palm Tree reskins.
Complaints Processing: Early Game building which produces a few civics and has basic policy such as Fire Drill and Lottery. Requires that you don't have independence.
Solar Furnace: 5x5 building which is one of these: https://en.wikipedia.org/wiki/Solar_power_tower. Fills the gap between Solar Towers and Nuclear Reactors.
That's all I can think of for now. Maybe I'll make a Vol 2. What do you think?
Technologies:
Black Hole Synthesis: Requires Alien Quantum Physics.
Vehicles:
Bluebot: Premium only. A faster version of Adv builder bot.
Buildings:
Large Recycling Center: An upgrade to Medium Recycling Center. Produces plastic. Also produces one of pottery, aluminum, and toy. Requires Tall Construction, Advanced Chemical Synthesis.
Alga-Oil, Inc.: Produces Oil from trash in small-ish quantities. Requires Advanced Chemical Synthesis.
Food Disposal Center: "Just in case you ran out of trash". Turns food into large amounts of trash.
Charcoal Scrubber: Consumes Atmosphere and turns into charcoal (removes CO2). Weaker than Atmosphere scrubber.
Triantantium Mine: "When you really, really, need Triantanium, that's when you start making black holes". 5x5 top secret building which has a black hole in the center. Converts Steel and Uranium into Triantanium by dropping it into a black hole and catching what comes back out. Consumes Ether to stabilize the black hole. Much better than the other refineries. Requires Black Hole Synthesis.
Center for Black Hole Studies: Consumes ether and turns it into research. Worse than Center for Artificial Learning
Five-Star Restaurant. Premium only. Gold plated version of Restaurant. Consumes more food and produces much more money.
Mega Resort: 7x7 Building housing tons of tourists. Makes an actually large amount of money. Consumes pottery, toys, cloth, food, water, rum, and robots.
Large Space Port: Consumes Starships, brings in 100s of tourists at a time.
Bureau of Regulations: Upgrade to Bureau of bureaucracy, has 1000 jobs and produces 5x the civics.
Customs House (Human): Charge $100 from tourists who enter. A way to start actually making money from tourists. Just surround space ports with these so they have to go in.
News Station: Consumes software. Provides entertainment and civics.
Reeds, Giant Sequoia: Fir tree reskins.
Banana Tree, Apple Tree, Orange Tree, Grape Vines: Palm Tree reskins.
Complaints Processing: Early Game building which produces a few civics and has basic policy such as Fire Drill and Lottery. Requires that you don't have independence.
Solar Furnace: 5x5 building which is one of these: https://en.wikipedia.org/wiki/Solar_power_tower. Fills the gap between Solar Towers and Nuclear Reactors.
That's all I can think of for now. Maybe I'll make a Vol 2. What do you think?
The new Water World map coming in v0.77.0 is the first map to be available to every civ in the game, and was designed to be fully playable by every civ. By far the hardest to get started though will be the Reptilians, as Crystalline is a vital Reptilian resource, and it is not present on the Water World map. That said, it is still possible to get a Reptilian colony up and running on Water World, but it will take careful planning and resource management at the beginning in order to get the colony off the ground.
As long as your map starts you with at least one Ore Deposit and one Aluminum Deposit within harvesting reach, you should be able to spin up a successful Reptilian base. If you start the map and do not have access to at least one each of those, you might as well quit and restart. Remember that the Construction Probe is a flying unit, so you can move it to different islands in search of the resources you need. You want to start on an island that has both, or an area that has two islands close enough together that a small bridge will be able to connect them, as you cannot waste your initial resources on excessive bridge building.
The strategy is to basically get to the Medium Range Star Gate as soon as you can while spending as few resources as you can to get there. Once you have the Medium Range Star Gate, you can import Crystalline and then build the synthetic kind using the Enslaved Extremeobug. The Medium Range Star Gate is not cheap though, and will require more Antanium than you start out with, meaning you will also need to build an Antanium Impactor. You will also need two Microreactors in order to power everything.
So to begin, you should build 1 Microreactor, a Powered Materials Silo, and a Slave Gate. Then produce Gold, Ore, and Aluminum bugs and start harvesting. When you can afford it, first build the second Microreactor, and then the Antanium Impactor. After that you are just waiting until you have enough resources to build the Medium Range Star Gate.
Once you have the Medium Range Star Gate, you are basically home free and can build anything you want, as you now have the ability to import and export all Reptilian resources. The trick is getting to that point, as building one extra structure can put you in a resource position where you will never be able to recover, and will ultimately lead your map to a dead end.
To build the Synthetic Crystalline Deposit, you will need to import Crystalline and Rum from the Medium Range Star Gate. You can export Gold or Aluminum to generate the required funds. Once you are growing Synthetic, your map should be good to go. Just make sure you find a nice secluded place for it, as Crystalline Spread can be problematic for a settlement.
Although it's harder to get started, the Reptilians can have a fully functional and self sufficient Water World base. It just takes planning and patience!
As long as your map starts you with at least one Ore Deposit and one Aluminum Deposit within harvesting reach, you should be able to spin up a successful Reptilian base. If you start the map and do not have access to at least one each of those, you might as well quit and restart. Remember that the Construction Probe is a flying unit, so you can move it to different islands in search of the resources you need. You want to start on an island that has both, or an area that has two islands close enough together that a small bridge will be able to connect them, as you cannot waste your initial resources on excessive bridge building.
The strategy is to basically get to the Medium Range Star Gate as soon as you can while spending as few resources as you can to get there. Once you have the Medium Range Star Gate, you can import Crystalline and then build the synthetic kind using the Enslaved Extremeobug. The Medium Range Star Gate is not cheap though, and will require more Antanium than you start out with, meaning you will also need to build an Antanium Impactor. You will also need two Microreactors in order to power everything.
So to begin, you should build 1 Microreactor, a Powered Materials Silo, and a Slave Gate. Then produce Gold, Ore, and Aluminum bugs and start harvesting. When you can afford it, first build the second Microreactor, and then the Antanium Impactor. After that you are just waiting until you have enough resources to build the Medium Range Star Gate.
Once you have the Medium Range Star Gate, you are basically home free and can build anything you want, as you now have the ability to import and export all Reptilian resources. The trick is getting to that point, as building one extra structure can put you in a resource position where you will never be able to recover, and will ultimately lead your map to a dead end.
To build the Synthetic Crystalline Deposit, you will need to import Crystalline and Rum from the Medium Range Star Gate. You can export Gold or Aluminum to generate the required funds. Once you are growing Synthetic, your map should be good to go. Just make sure you find a nice secluded place for it, as Crystalline Spread can be problematic for a settlement.
Although it's harder to get started, the Reptilians can have a fully functional and self sufficient Water World base. It just takes planning and patience!
Prepare for a wall of text, throwing this to see what sticks, what doesn't.
As usual, the cost, speed, and other stats of suggested things can be and are up to the developer.
Bold names are whole Ideas, with underlined Names being each part of that idea if it has more than one.
More Reptilian Probes
The Reptilians, I feel, should eventually just move from slave labor to a mechanized workforce.
As a result, I'd like to suggest more types of Probes.
Ore Probe
Alt Name(s): Ore Mining Probe
Description: Those pesky Eruption Ores are no longer out of reach!
Purpose: To mine Ore deposits, main point of this though is that the Probe can move over obsidian and lava to get at ore deposits in the direct middle of lava planet eruptions.
Obsidian Probe
Alt Names(s): Obsidian Cutting Probe (Name is as such due to how Obsidian is irl "mined" and it's with cutting/scalpel and piercing tools).
Description: Clear lava fields of Obsidian with ease!
Purpose: To mine Obsidian deposits, like the Ore Probe, it's mainly more for going where bugs cannot.
Diabolic Probe
Alt Names(s): Crystalline Probe, Crystal Cutting Probe (I imagine Crystalline to be glass-like, only a bit tougher, but still capable of fracturing into shards and pointy edges.)
Description: Your bugs are doing a passable job. now do an amazing job of mining Crystalline.
Purpose: Again, mainly suggested for the hovering, but also this Probe will have a far higher carry capacity, to help accommodate for the fact that crystalline on lava planets eventually just gets out of control, or to help fill your storage even faster, depending on whatever PoV fits the reptilians best.
Aluminum Probe
Description: Harvest Aluminum in places Bugs can't go!
Purpose: Hovers, lets you harvest Aluminum after eruptions.
Gold Probe
Description: Collect that shiny, shiny gold in places too hazardous for Bugs.
Purpose: Hovers, can Harvest gold in lava fields.
Have a Probe for just basically every deposit a reptilian could ever need one for. I alos mention hovering, because it what Probes look like they do, even if they're probly more just flying. Probes can't do insectoid operations, however.
Faster Probes
Probes, IMO are too slow. I feel it should have the advantage of Pavement speed boosts, only all the time, since they fly. I'd like their main purpose to be an almost total replacement of your workforce for more efficient and better units. But in this process, they'd lose all bonuses for paths, save for...
Gravity-Controlled Lanes
I'd also like a special type of path that only works with probes and other Hover/Flying units, but doubles their speed, or something close to it, and infact works as an obstacle for anything that can't fly or hover, by reducing speed by just as much, with a max decrease in speed resulting in a total of 0.2 units of speed. but that's more just for consideration than a real wishlist item.
For visuals, it'd look like a purple tile with a blue glow coming off it. For stats, I figure it'd take like 50 power a piece, and would give off alot of light too. Or not.
Macrocondenser
Purpose: Literally just a 2x2 version of the Microcondenser, only far more powerful for water production, for those colonies that might one day just be building microcondensers like they're nothing.
Gold/Aluminum Grow Bed
Description: With the power of overpowered Science, placing ore, water, crystalline, and gold, somehow creates... more gold, but also aluminum!
Purpose: A combo of a gold Grower and an Aluminum Grower, but now it's either 2x2, or 3x3.
Water Pools resist Eruptions
I don't mean it'll STOP them, but it makes it less likely that an eruption happens within 8 tiles but only in locations where there's 3 tiles of water all around one tile of water.
If an eruption cannot happen because Water Pools are all blocking it from happening, the Eruption happens where the least water pools are located, the blocking effect is ignored.
Water Pools and Lava will constantly clash if directly next to one another and both are filled enough to visibly touch, reducing lava count, but also eventually destroying water pools to create obsidian.
Lava Repulsion Matrix
Description: After spending so long on such a hostile environment, robotics-enhanced and enslaved insectoids have finally created something to repel lava!
Purpose: Literally does what it says, repels lava, forcing it away rather quickly, but costing stupid amounts of energy, and it's 3x3, but has excessive range.
Or, dev, you can imagine it's a "build One" type of deal with less power usage. Sort of like a Capitol in a United Earth Colony, only it's not the government building.
Works on eruptions as well, preventing them within a smaller range.
Very Expensive though compared to everything else, and requires a large workforce, I'm thinking, someplace in the 1K-10K range of Workers.
Hell, it could be 5x5 and probly still be worth it imo, it'd be like a Wonder, takes ridiculous amounts of stuff to make, but gives you really good benefits.
Incomplete Artificial Planet
Difficulty: A Literal Nightmare.
Description: You know nothing of Difficulty.
Resources: Steel Mounds, Aluminum Piles, Circuit Cases.
Obstacles: Pits, 0 Starting Atmosphere, and a constant reduction of Atmosphere of 1 Billion/Million per second, Very little starting resources on even Abundant settings.
Factions: Only Reptilians, OR, a purely mechanical new faction later down the road (if that'll ever happen.) I'm thinking... some kind of race that salvages other tech and canonically feared by all, even the Reptilians, due to how they literally cannibalize technology and only live in ship graveyards, or remnants of gigantic space husks of abandoned super-projects.
This faction, in my mind, would be sorta like raggedy metal robot zombies, like maybe destroyed or malfunctioning robots possessed by souls of various other factions? Could even be a horrifying remnant of the "Aliens" faction referenced by alot of United Earth and LIS buildings.
The starting unit would probably fly, with all early and even mid-game buildings looking sort of crappy and disheveled, with the motto "It just works" behind all art design, until the late-game structures which look pristine and VERY chunky/tough.
Rundown: This planet can only gain deposits from meteors landing at purely random locations, with no real discrimination when it comes to map edges, meaning corners aren't safe, unlike in Lava Planets.
Everytime a Meteor lands, it creates pit randomly, but where it doesn't, it creates various metal-based deposits and purely at random. Sometimes none is created, and alot of Pit tiles are placed instead.
A Pit is a useless tile that represents that there's literally nothing there but darkness and space. it can be replaced, but the tile to do so is very expensive.
However, wreckages could also crash into the map, creating either absurd amounts of material of only durable goods and nothing raw beyond Oil, but having a massive range to the affected area, if anything, make it so it's always blobby-in shape for spawned material piles.
Pits would spawn like massive rivers to begin with.
The Size of the map as it currently is, will increase the likelihood of meteors or wreckages smacking into the map area. Reason I don't say wreckages wouldn't make pits, is because something like the framework for a planet to give it it's gravity, a ship or even station wreck crashing into it, would stick into said framework, since said framework has to be MILES in depth.
But the Pits spawn semi-frequently, but become way more common as you increase past say... a Small map size. Pits will spawn even MORE excessively if you expand the map border.
If it was possible, I'd have an ability for the base tile type to be changed, as if making a path, but without actually blocking building upon it. Purpose of this would be to make it so that you can repair the framework, complete the artificial planet, and then just create a death planet or something, I dunno, while more complete tile types would result in both faster movement speed, building ontop of them, AND resistance to pits forming to replace said tiles.
Forgot to mention, this planet will occasionally be hit by Asteroids, which will create Lava, that after a while, create pits, unless Water pools, at that point do as I suggest, and create obsidian at the expense of sacrificing lava tiles. Asteroids will create stupid large holes of pits, but they are VERY rare, with all sorts of materials forming a wall around said holes.
Strategy: The whole map would be about placing structures at random and scattered all over, while hoarding stupid amounts of resources as all kinds crash about, with really no real sort of safe areas coming along until far in the tech tree.
Purpose: For the Ultimate Difficulty. The place would look like the framework for a low-class artificial planet left to collect dust in space, but has since drifted to the very tips of the galaxy, or even universe, which is why Pits are a solid black color.
It's to test if someone can truly move on their toes and adapt to any situation. And to also make the stubborn and masochistic suffer. >:D
Note: If this does get added to a secret list of "Things I'd love to add" then I promise, I will contribute to most if not all of the art assets, you just worry about the actual operation of the thing. :3
Upgrade Menu
A button in the bottom left of the screen, always there, but not always filled via the menu that comes up if you click on it.
It's a scroll menu, with a bar ofcourse, and it only displays in each item the [Original Building] with an arrow next to it pointing to the [Upgraded Building] and a Button next to that for Upgrade One, with the resources indicated near or on/under said button, black text being that it's all good, you can upgrade fully, and easily, and red text indicating that you can't upgrade it fully
One more button next to that, the same thing, but for Upgrade All.
Purpose of this is to allow players a way of easily viewing upgrades they have tech-access to. This includes buildings they have no resources for.
You can start the upgrade building process even with not enough resources, but a dialog could warn you that it's a bad idea if the building is crucial and you can live without it until construction is done.
Allow construction of a building without the needed resources
I never got why I can't do this tbh, I can queue up more than I can build, if I have the resources to build only one of say... vehicles, workers, or buildings.
Multiple Levels for Reptilian Government Building
I forgot the name, Sorry ^^;
Uses for Lava
This isn't even an idea to only pertain to Reptilians, I feel any that have access to the Lava World relate to this.
I think beyond waiting for it to cool into obsidian, you could use it in the late-game to collect as a resource and convert it into other resources you can't get in a Lava World, but with a ratio of at least or at most 1,000:1 of Lava into any resource not mined on Lava Planets.
Lock Obsidiobugs behind Lava World Start tech
You can't get Lava in an Ice or Desert World.
Lava Worlds can't change Atmosphere
It's not possible to reduce it visually below 500 Million, since you don't need alot of condensers, at least not atm, but with eruptions going off basically all the time, this would make sense. This way, you also don't need to balance consumption of atmosphere of Lava Worlds for new buildings, although you'd have to take Desert worlds into consideration, unless Lava Worlds got their own specialized, more unhinged condensers past the Microcondenser if that is ever a thing.
Replace Landing Pod with Surface Habitat Vessel with Human factions on inhospitable worlds. If Humans will ever get that kind of treatment to be allowed onto Ice and Lava Worlds, this is maybe how you could do it.
That's all the ideas I can both remember, and think of at the moment. Enjoying the game even still, not been too active on here, mainly due to being a tiny bit busy/distracted.
As usual, the cost, speed, and other stats of suggested things can be and are up to the developer.
Bold names are whole Ideas, with underlined Names being each part of that idea if it has more than one.
More Reptilian Probes
The Reptilians, I feel, should eventually just move from slave labor to a mechanized workforce.
As a result, I'd like to suggest more types of Probes.
Ore Probe
Alt Name(s): Ore Mining Probe
Description: Those pesky Eruption Ores are no longer out of reach!
Purpose: To mine Ore deposits, main point of this though is that the Probe can move over obsidian and lava to get at ore deposits in the direct middle of lava planet eruptions.
Obsidian Probe
Alt Names(s): Obsidian Cutting Probe (Name is as such due to how Obsidian is irl "mined" and it's with cutting/scalpel and piercing tools).
Description: Clear lava fields of Obsidian with ease!
Purpose: To mine Obsidian deposits, like the Ore Probe, it's mainly more for going where bugs cannot.
Diabolic Probe
Alt Names(s): Crystalline Probe, Crystal Cutting Probe (I imagine Crystalline to be glass-like, only a bit tougher, but still capable of fracturing into shards and pointy edges.)
Description: Your bugs are doing a passable job. now do an amazing job of mining Crystalline.
Purpose: Again, mainly suggested for the hovering, but also this Probe will have a far higher carry capacity, to help accommodate for the fact that crystalline on lava planets eventually just gets out of control, or to help fill your storage even faster, depending on whatever PoV fits the reptilians best.
Aluminum Probe
Description: Harvest Aluminum in places Bugs can't go!
Purpose: Hovers, lets you harvest Aluminum after eruptions.
Gold Probe
Description: Collect that shiny, shiny gold in places too hazardous for Bugs.
Purpose: Hovers, can Harvest gold in lava fields.
Have a Probe for just basically every deposit a reptilian could ever need one for. I alos mention hovering, because it what Probes look like they do, even if they're probly more just flying. Probes can't do insectoid operations, however.
Faster Probes
Probes, IMO are too slow. I feel it should have the advantage of Pavement speed boosts, only all the time, since they fly. I'd like their main purpose to be an almost total replacement of your workforce for more efficient and better units. But in this process, they'd lose all bonuses for paths, save for...
Gravity-Controlled Lanes
I'd also like a special type of path that only works with probes and other Hover/Flying units, but doubles their speed, or something close to it, and infact works as an obstacle for anything that can't fly or hover, by reducing speed by just as much, with a max decrease in speed resulting in a total of 0.2 units of speed. but that's more just for consideration than a real wishlist item.
For visuals, it'd look like a purple tile with a blue glow coming off it. For stats, I figure it'd take like 50 power a piece, and would give off alot of light too. Or not.
Macrocondenser
Purpose: Literally just a 2x2 version of the Microcondenser, only far more powerful for water production, for those colonies that might one day just be building microcondensers like they're nothing.
Gold/Aluminum Grow Bed
Description: With the power of overpowered Science, placing ore, water, crystalline, and gold, somehow creates... more gold, but also aluminum!
Purpose: A combo of a gold Grower and an Aluminum Grower, but now it's either 2x2, or 3x3.
Water Pools resist Eruptions
I don't mean it'll STOP them, but it makes it less likely that an eruption happens within 8 tiles but only in locations where there's 3 tiles of water all around one tile of water.
If an eruption cannot happen because Water Pools are all blocking it from happening, the Eruption happens where the least water pools are located, the blocking effect is ignored.
Water Pools and Lava will constantly clash if directly next to one another and both are filled enough to visibly touch, reducing lava count, but also eventually destroying water pools to create obsidian.
Lava Repulsion Matrix
Description: After spending so long on such a hostile environment, robotics-enhanced and enslaved insectoids have finally created something to repel lava!
Purpose: Literally does what it says, repels lava, forcing it away rather quickly, but costing stupid amounts of energy, and it's 3x3, but has excessive range.
Or, dev, you can imagine it's a "build One" type of deal with less power usage. Sort of like a Capitol in a United Earth Colony, only it's not the government building.
Works on eruptions as well, preventing them within a smaller range.
Very Expensive though compared to everything else, and requires a large workforce, I'm thinking, someplace in the 1K-10K range of Workers.
Hell, it could be 5x5 and probly still be worth it imo, it'd be like a Wonder, takes ridiculous amounts of stuff to make, but gives you really good benefits.
Incomplete Artificial Planet
Difficulty: A Literal Nightmare.
Description: You know nothing of Difficulty.
Resources: Steel Mounds, Aluminum Piles, Circuit Cases.
Obstacles: Pits, 0 Starting Atmosphere, and a constant reduction of Atmosphere of 1 Billion/Million per second, Very little starting resources on even Abundant settings.
Factions: Only Reptilians, OR, a purely mechanical new faction later down the road (if that'll ever happen.) I'm thinking... some kind of race that salvages other tech and canonically feared by all, even the Reptilians, due to how they literally cannibalize technology and only live in ship graveyards, or remnants of gigantic space husks of abandoned super-projects.
This faction, in my mind, would be sorta like raggedy metal robot zombies, like maybe destroyed or malfunctioning robots possessed by souls of various other factions? Could even be a horrifying remnant of the "Aliens" faction referenced by alot of United Earth and LIS buildings.
The starting unit would probably fly, with all early and even mid-game buildings looking sort of crappy and disheveled, with the motto "It just works" behind all art design, until the late-game structures which look pristine and VERY chunky/tough.
Rundown: This planet can only gain deposits from meteors landing at purely random locations, with no real discrimination when it comes to map edges, meaning corners aren't safe, unlike in Lava Planets.
Everytime a Meteor lands, it creates pit randomly, but where it doesn't, it creates various metal-based deposits and purely at random. Sometimes none is created, and alot of Pit tiles are placed instead.
A Pit is a useless tile that represents that there's literally nothing there but darkness and space. it can be replaced, but the tile to do so is very expensive.
However, wreckages could also crash into the map, creating either absurd amounts of material of only durable goods and nothing raw beyond Oil, but having a massive range to the affected area, if anything, make it so it's always blobby-in shape for spawned material piles.
Pits would spawn like massive rivers to begin with.
The Size of the map as it currently is, will increase the likelihood of meteors or wreckages smacking into the map area. Reason I don't say wreckages wouldn't make pits, is because something like the framework for a planet to give it it's gravity, a ship or even station wreck crashing into it, would stick into said framework, since said framework has to be MILES in depth.
But the Pits spawn semi-frequently, but become way more common as you increase past say... a Small map size. Pits will spawn even MORE excessively if you expand the map border.
If it was possible, I'd have an ability for the base tile type to be changed, as if making a path, but without actually blocking building upon it. Purpose of this would be to make it so that you can repair the framework, complete the artificial planet, and then just create a death planet or something, I dunno, while more complete tile types would result in both faster movement speed, building ontop of them, AND resistance to pits forming to replace said tiles.
Forgot to mention, this planet will occasionally be hit by Asteroids, which will create Lava, that after a while, create pits, unless Water pools, at that point do as I suggest, and create obsidian at the expense of sacrificing lava tiles. Asteroids will create stupid large holes of pits, but they are VERY rare, with all sorts of materials forming a wall around said holes.
Strategy: The whole map would be about placing structures at random and scattered all over, while hoarding stupid amounts of resources as all kinds crash about, with really no real sort of safe areas coming along until far in the tech tree.
Purpose: For the Ultimate Difficulty. The place would look like the framework for a low-class artificial planet left to collect dust in space, but has since drifted to the very tips of the galaxy, or even universe, which is why Pits are a solid black color.
It's to test if someone can truly move on their toes and adapt to any situation. And to also make the stubborn and masochistic suffer. >:D
Note: If this does get added to a secret list of "Things I'd love to add" then I promise, I will contribute to most if not all of the art assets, you just worry about the actual operation of the thing. :3
Upgrade Menu
A button in the bottom left of the screen, always there, but not always filled via the menu that comes up if you click on it.
It's a scroll menu, with a bar ofcourse, and it only displays in each item the [Original Building] with an arrow next to it pointing to the [Upgraded Building] and a Button next to that for Upgrade One, with the resources indicated near or on/under said button, black text being that it's all good, you can upgrade fully, and easily, and red text indicating that you can't upgrade it fully
One more button next to that, the same thing, but for Upgrade All.
Purpose of this is to allow players a way of easily viewing upgrades they have tech-access to. This includes buildings they have no resources for.
You can start the upgrade building process even with not enough resources, but a dialog could warn you that it's a bad idea if the building is crucial and you can live without it until construction is done.
Allow construction of a building without the needed resources
I never got why I can't do this tbh, I can queue up more than I can build, if I have the resources to build only one of say... vehicles, workers, or buildings.
Multiple Levels for Reptilian Government Building
I forgot the name, Sorry ^^;
Uses for Lava
This isn't even an idea to only pertain to Reptilians, I feel any that have access to the Lava World relate to this.
I think beyond waiting for it to cool into obsidian, you could use it in the late-game to collect as a resource and convert it into other resources you can't get in a Lava World, but with a ratio of at least or at most 1,000:1 of Lava into any resource not mined on Lava Planets.
Lock Obsidiobugs behind Lava World Start tech
You can't get Lava in an Ice or Desert World.
Lava Worlds can't change Atmosphere
It's not possible to reduce it visually below 500 Million, since you don't need alot of condensers, at least not atm, but with eruptions going off basically all the time, this would make sense. This way, you also don't need to balance consumption of atmosphere of Lava Worlds for new buildings, although you'd have to take Desert worlds into consideration, unless Lava Worlds got their own specialized, more unhinged condensers past the Microcondenser if that is ever a thing.
Replace Landing Pod with Surface Habitat Vessel with Human factions on inhospitable worlds. If Humans will ever get that kind of treatment to be allowed onto Ice and Lava Worlds, this is maybe how you could do it.
That's all the ideas I can both remember, and think of at the moment. Enjoying the game even still, not been too active on here, mainly due to being a tiny bit busy/distracted.
Dear Bast,
1. The human's Helium Nanomine building can produce 9 resource types, which are all crucial resources for a human colony. I would like to suggest to add the following 2 resource types towards resources that Helium Nanomine can produce :
- Crystalline
- Wood
The reason is twofold :
- Flavor-wise, all of the 9 resources currently produced by Nanomine are resources that can be "harvested". Crystal and wood are other resource types that can be harvested.
- Nanomines can produce Diamond among others, but not Crystal. An endgame human colony roughly consumes somewhat equivalent amount of diamonds and crystals. Without Nanomines being able to produce crystal, all the excess diamond it produces are just excess waste without being able to be used.
2. A LIS colony established on Asteroid, Abandoned World, and Water World has no way to produce and grow Synthetic Crystal Deposit, because they can not build any of the bots required to do it. They can do the research but lack the bot required.
Literally every other faction such as UE, zolarg, and draco can do it in all of their worlds. The only hope for a LIS player in these worlds to get crystal is through GBT. Please give LIS in Asteroid/Abandoned/Water planets any of the bots that can be used to grow Synthetic Crystal Deposit once they completed Crystalline Synthesis research.
Thank you Bast.
1. The human's Helium Nanomine building can produce 9 resource types, which are all crucial resources for a human colony. I would like to suggest to add the following 2 resource types towards resources that Helium Nanomine can produce :
- Crystalline
- Wood
The reason is twofold :
- Flavor-wise, all of the 9 resources currently produced by Nanomine are resources that can be "harvested". Crystal and wood are other resource types that can be harvested.
- Nanomines can produce Diamond among others, but not Crystal. An endgame human colony roughly consumes somewhat equivalent amount of diamonds and crystals. Without Nanomines being able to produce crystal, all the excess diamond it produces are just excess waste without being able to be used.
2. A LIS colony established on Asteroid, Abandoned World, and Water World has no way to produce and grow Synthetic Crystal Deposit, because they can not build any of the bots required to do it. They can do the research but lack the bot required.
Literally every other faction such as UE, zolarg, and draco can do it in all of their worlds. The only hope for a LIS player in these worlds to get crystal is through GBT. Please give LIS in Asteroid/Abandoned/Water planets any of the bots that can be used to grow Synthetic Crystal Deposit once they completed Crystalline Synthesis research.
Thank you Bast.
You can import the crystalline from Stargate instead, then research the Crystalline Synthesis, and build the Crystalbot to start spawning the Synthetic Crystalline.
LIS humans however, outside from Ice World, can not build any bots to spawn Synthetic Crystalline, as they can not build the Crystalbots.
LIS humans however, outside from Ice World, can not build any bots to spawn Synthetic Crystalline, as they can not build the Crystalbots.
MizarAlcor said:You can import the crystalline from Stargate instead, then research the Crystalline Synthesis, and build the Crystalbot to start spawning the Synthetic Crystalline.
LIS humans however, outside from Ice World, can not build any bots to spawn Synthetic Crystalline, as they can not build the Crystalbots.
Humm actually GBT (Galactic board of trade) is the easiest access to it, if you play online colony :D
Hello! Recently @GeneralWadaling had posted some new models, including some for the Gold Synthesis Lab and a potential Advanced Gold Synthesis Lab. Seeing these models and loving them, I had decided to make an Alien Gold Synthesis Lab remake. No, @SPARKY0303 , this is not a truely alien building, but rather it is a Human adaptation of said technology. It follows a simple theme which I personally am quite fond of. Alien Models are naturally going to appear a bit lazy, as the traditional alien pathway from MC1 was a bit lazy. Consistency matters, therefore this model exists. I do plan on updating my Alien Uranium Enrichment Facility to match Wadaling's Uranium Enrichment Facility.
Oh boy! Today I am publishing the v0.19.0 patch for My Colony 2 which should be hitting all platforms over the coming days. This is by far the biggest update to My Colony 2 yet, featuring significant changes both under and... above(?) the hood. Given the scope of the changes, I would expect some issues to crop up, so please file those bug reports here in the forum. In the mean time, lets take a look at what's new in this release!
The first and biggest change to the game is the addition of the new Mod Shop, which you can access from the title screen if you are a Premium user and signed in using an Ape Apps Account. You can consider the Mod Shop to be very beta at this point, and there is still a lot of work to do. I do not yet have auto updating working for mods, and I still need to build out detailed Mod pages that let you leave feedback to the Mod developer. I also suspect that Total Conversion type mods might not work as planned from the Mod Shop yet, but the basic framework is now there and operational at least.
Mods can now be activated and deactivated from the Play Game menu. If you download a mod from the Mod Shop and want to add it to your game, click on the Settings gear icon next to your saved game, and select "Manage Mods" to add and remove mods to your file. If the Manage Mods option does not show up, then play your save, save it, and try again, because the option will not show for older saves that are not using the latest file format.
The next update is going to involve cleaning up, improving and fixing things wrong with the Mod Shop, so please let me know about all Mod Shop related issues that you discover, because I really think that the Mod Shop has the potential to be a great game changer for My Colony 2 going forward, unlocking access to way more content than could ever be added to the game by a single developer.
On the subject of mods, this update includes a complete and total rewrite to the way in which mods are saved and loaded, and there is a strong potential that Modded games created before v0.19.0 may now be broken, so if that is the case for you, then I apologize. Sadly, the massive changes were necessary though. I suspect that Total Conversion mods might currently be broken, although I have not verified that as of yet.
There is a big change that Mod authors need to be aware of in this update as well. If you mod makes changes to the Metadata object in the game, there is a new Game Identifier field. Saved game files are now associated to this identifier, and unless your mod is a Total Conversion mod, it's Meta object should have the same Game Identifier id as the base My Colony 2 game. Otherwise, save files using your Mod will no longer show up in the saved game list. So if you have a mod that makes changes to the Meta object, and it's not a Total Conversion, make sure it uses the same Game Identifier as the base game ( which is: a999fe76-ff1c-5935-e365-755089ba8982 ). Likewise, if you are making a Total Conversion mod, your mod should NOT use the base game identifier.
This update also introduces a significant rewrite to the way games are saved and loaded. It turns out, that if you were signed in using an Ape Apps Account, almost all of your saved games have been synced to the Ape Apps Cloud since the first release of My Colony 2. You may therefore see a bunch of old saves in your game listing the first time you load up v0.19.0 that you might not have known still existed. You should now be able to delete those old saves, and they will also be removed from the cloud. The game was actually loading all of this old saved data each time it opened, so if you delete old games that are no longer being used, your My Colony 2 startup times should be greatly improved.
Moving on, the internal game server has also undergone a massive overhaul, removing all web browser specific functions and logic from the code. This was done so that I could create a command line based dedicated server application, which had previously not been possible since some of the code in the game server itself could only be run in a web browser context. This change will not be very noticeable to the end user, but was a pretty big effort on my part, and will enable the creation of a separate dedicated server application, which will allow 24/7 cloud based My Colony 2 servers in the (hopefully not too distant) future.
Next up, units in the game can now be scaled. Modders will see the new scaling option in the Unit editor. This change also applies to colonists, which are now scaled to a more realistic size for the first time ever in My Colony history! And speaking of colonists, worlds that theoretically have a breathable atmosphere will now be able to use My Tokens characters as colonists models, which can now be seen on the Water World and the Desert World, giving a nice variety to the game.
And speaking of Colonists, you can now take control of them and walk around your settlement! Click on a colonist to enter the new Player mode, to get up close and personal to your base. There isn't much to this feature yet, but in my opinion it comes with huge potential, especially for modders to create totally different types of games on the back of the My Colony 2 engine. Try it out, let me know what you think, and throw out some suggestions of ways this cool new mode can be expanded!
You may notice that the graphics in My Colony 2 are a bit "cleaner" than they were prior to v0.19.0. I didn't even realize it until working on this update, but the anti-aliasing engine was completely broken in Scroll3d. Anyway, it works now and you should be able to notice a subtle difference in the visuals of the game.
I have started to add more detailed building-level statistics to the game. Now when you select a building, there is a stats button that you can click on to expand additional information about the structure, including items like workers and production levels. More will be coming to this expanded interface in the future.
Speaking of statistics, both the World and Settlement level statistics screen have been updated. And there are now settlement level penalties for not having enough Food, Medical, Entertainment, Security, and Education. Settlements now also have a separate "Overall Health" stat, not to be confused with the Medical stat. The Medical tells you what your settlement's medical coverage is, but the Overall Health also takes into effect things like food/water shortages, homelessness, etc. When the overall health gets to low, people will now start to die, so make sure to stay on top of that. You also now have an approval rating for each settlement, which is derived from all statistical factors.
Staying on the topic of statistics, the GDP calculation has now been fixed, as it was previously borked and often showing negative numbers. If you have an already existing colony, it will take a few cycles for your GDP to fix itself, as the game does not go back in time and fix the historical numbers that were calculated using the old, broken calculation.
Moving on, Gifting has now been added to the game! Gifting is done from settlement to settlement, and your gift capacity is determined by the number of Trading Depots you have in your settlement. To gift, make sure your camera is in a settlement that you want to gift from. Then open statistics, and choose the settlement you wish to gift to. After that, the process is fairly straightforward. This should be a big help to multiplayer games.
I have begun expanding the Encyclopedia to include information on Units and Game Contributors. There isn't much there on those sections yet, although I did add an in-game way to send a donation of Ape Coins to the various game contributors who have helped make My Colony 2 what it is today, if you wish to say "thank you" for their efforts.
Some of the existing structures have been modified in this release. The Greenhouse Park will now slowly generate trace amounts of Wood, making Wood available to all map types now. The Warehouse storage capacities have been expanded. The Expansion Barge can no longer be built at the Watercraft Station (there is a new larger water construction yard now for the barge). The Internet Relay Booth now generates a small amount of Research, giving a research head start before players are able to build the Small Research Lab. The output of the Ore Fraking Operation and the Gold Synthesis lab have been increased. The existing Landing Field has been replaced by the smaller Landing Pad, using updated models provided by @GeneralWadaling . I think there were more changes too, but I don't recall them all at the moment.
There are some new Ancient ruins to be found on the Abandoned World, which you will see if you scroll around the map, remnants of a time when the Ancients once controlled the galaxy. There are even some "H Blocks" inspired from the ruins of Pumapunku!
Let's move on to the new content added to the game. Model contributors for this release (besides myself, of course) I believe include @GeneralWadaling , @DoYouHaveAnyOats , and @spamdude . If there are others and I forgot to mention you, then I'm sorry! It's not personal! 😳
Firstly, the new technologies of Advanced Chemical Synthesis, Low Gravity Oil Production, and Advanced Charcoal Production have been added to the game. With these additions bring two new resources into the fold, which are Oil and Plastic (as you might have guessed).
Many of the new structures in this update directly benefit the Water World, although all planet types are benefited to some degree. The new Micro Nursery allows you to get more Trees early game, before you are able to move off of your initial island. That is complimented by the Gold Extractor, which is a slow but easy way to get Gold in the game early on, which was also traditionally difficult on the Water World. Once you advance, there is a new Tree Farm for producing trees at a faster rate, without needing to continually expand and harvest. The new Construction Quay is a larger off-shore ship yard for building larger sea craft, and the new Small Offshore Drill will allow you to extract different minerals, including Oil, from the bottom of the sea. On the Military side of things, there is a new Patrol Boat which is basically like a water based version of the current Infantry unit.
The Landing Field has been moved further down the tech tree, and is replaced by the smaller early game Landing Pad. There is a new Wood Grower for generating more wood, an Oil Tank for storing Oil, and a Synthetic Oil Lab for creating Oil out of Food. Once you have Oil, you can convert it into Plastic using the new Plastic Factory. You can also get a small amount of Plastic from the new Recycling Center.
I think that is all of the new content, although I might have missed something. Looking forward though, now that we have Oil and Plastic in the game, it might be time to introduce Robotics in to the mix, and start going down that branch of the tech tree, so stay tuned for all of that.
At the end of the day, there were so many under the hood changes to this update, that something is bound to be broken. Please be on the lookout and let me know what issues you find. I have been working on this update for the better part of two months, so it is entire possible that I started working on a mechanic weeks ago, and forgot to finish it up. All in all though, I think this is a fair update to the game, and I hope you guys like it!
My Colony 2 v0.19.0 is available now on the Web, Launcher, and Windows Store, and will hopefully be hitting Google Play and the App Store within the next few days, depending on app store review times (even Android requires review now too). So stay tuned for that, let me know what you think, and stay tuned for more in the weeks and months ahead!
https://www.apewebapps.com/my-colony-2/
#mycolony2
The first and biggest change to the game is the addition of the new Mod Shop, which you can access from the title screen if you are a Premium user and signed in using an Ape Apps Account. You can consider the Mod Shop to be very beta at this point, and there is still a lot of work to do. I do not yet have auto updating working for mods, and I still need to build out detailed Mod pages that let you leave feedback to the Mod developer. I also suspect that Total Conversion type mods might not work as planned from the Mod Shop yet, but the basic framework is now there and operational at least.
Mods can now be activated and deactivated from the Play Game menu. If you download a mod from the Mod Shop and want to add it to your game, click on the Settings gear icon next to your saved game, and select "Manage Mods" to add and remove mods to your file. If the Manage Mods option does not show up, then play your save, save it, and try again, because the option will not show for older saves that are not using the latest file format.
The next update is going to involve cleaning up, improving and fixing things wrong with the Mod Shop, so please let me know about all Mod Shop related issues that you discover, because I really think that the Mod Shop has the potential to be a great game changer for My Colony 2 going forward, unlocking access to way more content than could ever be added to the game by a single developer.
On the subject of mods, this update includes a complete and total rewrite to the way in which mods are saved and loaded, and there is a strong potential that Modded games created before v0.19.0 may now be broken, so if that is the case for you, then I apologize. Sadly, the massive changes were necessary though. I suspect that Total Conversion mods might currently be broken, although I have not verified that as of yet.
There is a big change that Mod authors need to be aware of in this update as well. If you mod makes changes to the Metadata object in the game, there is a new Game Identifier field. Saved game files are now associated to this identifier, and unless your mod is a Total Conversion mod, it's Meta object should have the same Game Identifier id as the base My Colony 2 game. Otherwise, save files using your Mod will no longer show up in the saved game list. So if you have a mod that makes changes to the Meta object, and it's not a Total Conversion, make sure it uses the same Game Identifier as the base game ( which is: a999fe76-ff1c-5935-e365-755089ba8982 ). Likewise, if you are making a Total Conversion mod, your mod should NOT use the base game identifier.
This update also introduces a significant rewrite to the way games are saved and loaded. It turns out, that if you were signed in using an Ape Apps Account, almost all of your saved games have been synced to the Ape Apps Cloud since the first release of My Colony 2. You may therefore see a bunch of old saves in your game listing the first time you load up v0.19.0 that you might not have known still existed. You should now be able to delete those old saves, and they will also be removed from the cloud. The game was actually loading all of this old saved data each time it opened, so if you delete old games that are no longer being used, your My Colony 2 startup times should be greatly improved.
Moving on, the internal game server has also undergone a massive overhaul, removing all web browser specific functions and logic from the code. This was done so that I could create a command line based dedicated server application, which had previously not been possible since some of the code in the game server itself could only be run in a web browser context. This change will not be very noticeable to the end user, but was a pretty big effort on my part, and will enable the creation of a separate dedicated server application, which will allow 24/7 cloud based My Colony 2 servers in the (hopefully not too distant) future.
Next up, units in the game can now be scaled. Modders will see the new scaling option in the Unit editor. This change also applies to colonists, which are now scaled to a more realistic size for the first time ever in My Colony history! And speaking of colonists, worlds that theoretically have a breathable atmosphere will now be able to use My Tokens characters as colonists models, which can now be seen on the Water World and the Desert World, giving a nice variety to the game.
And speaking of Colonists, you can now take control of them and walk around your settlement! Click on a colonist to enter the new Player mode, to get up close and personal to your base. There isn't much to this feature yet, but in my opinion it comes with huge potential, especially for modders to create totally different types of games on the back of the My Colony 2 engine. Try it out, let me know what you think, and throw out some suggestions of ways this cool new mode can be expanded!
You may notice that the graphics in My Colony 2 are a bit "cleaner" than they were prior to v0.19.0. I didn't even realize it until working on this update, but the anti-aliasing engine was completely broken in Scroll3d. Anyway, it works now and you should be able to notice a subtle difference in the visuals of the game.
I have started to add more detailed building-level statistics to the game. Now when you select a building, there is a stats button that you can click on to expand additional information about the structure, including items like workers and production levels. More will be coming to this expanded interface in the future.
Speaking of statistics, both the World and Settlement level statistics screen have been updated. And there are now settlement level penalties for not having enough Food, Medical, Entertainment, Security, and Education. Settlements now also have a separate "Overall Health" stat, not to be confused with the Medical stat. The Medical tells you what your settlement's medical coverage is, but the Overall Health also takes into effect things like food/water shortages, homelessness, etc. When the overall health gets to low, people will now start to die, so make sure to stay on top of that. You also now have an approval rating for each settlement, which is derived from all statistical factors.
Staying on the topic of statistics, the GDP calculation has now been fixed, as it was previously borked and often showing negative numbers. If you have an already existing colony, it will take a few cycles for your GDP to fix itself, as the game does not go back in time and fix the historical numbers that were calculated using the old, broken calculation.
Moving on, Gifting has now been added to the game! Gifting is done from settlement to settlement, and your gift capacity is determined by the number of Trading Depots you have in your settlement. To gift, make sure your camera is in a settlement that you want to gift from. Then open statistics, and choose the settlement you wish to gift to. After that, the process is fairly straightforward. This should be a big help to multiplayer games.
I have begun expanding the Encyclopedia to include information on Units and Game Contributors. There isn't much there on those sections yet, although I did add an in-game way to send a donation of Ape Coins to the various game contributors who have helped make My Colony 2 what it is today, if you wish to say "thank you" for their efforts.
Some of the existing structures have been modified in this release. The Greenhouse Park will now slowly generate trace amounts of Wood, making Wood available to all map types now. The Warehouse storage capacities have been expanded. The Expansion Barge can no longer be built at the Watercraft Station (there is a new larger water construction yard now for the barge). The Internet Relay Booth now generates a small amount of Research, giving a research head start before players are able to build the Small Research Lab. The output of the Ore Fraking Operation and the Gold Synthesis lab have been increased. The existing Landing Field has been replaced by the smaller Landing Pad, using updated models provided by @GeneralWadaling . I think there were more changes too, but I don't recall them all at the moment.
There are some new Ancient ruins to be found on the Abandoned World, which you will see if you scroll around the map, remnants of a time when the Ancients once controlled the galaxy. There are even some "H Blocks" inspired from the ruins of Pumapunku!
Let's move on to the new content added to the game. Model contributors for this release (besides myself, of course) I believe include @GeneralWadaling , @DoYouHaveAnyOats , and @spamdude . If there are others and I forgot to mention you, then I'm sorry! It's not personal! 😳
Firstly, the new technologies of Advanced Chemical Synthesis, Low Gravity Oil Production, and Advanced Charcoal Production have been added to the game. With these additions bring two new resources into the fold, which are Oil and Plastic (as you might have guessed).
Many of the new structures in this update directly benefit the Water World, although all planet types are benefited to some degree. The new Micro Nursery allows you to get more Trees early game, before you are able to move off of your initial island. That is complimented by the Gold Extractor, which is a slow but easy way to get Gold in the game early on, which was also traditionally difficult on the Water World. Once you advance, there is a new Tree Farm for producing trees at a faster rate, without needing to continually expand and harvest. The new Construction Quay is a larger off-shore ship yard for building larger sea craft, and the new Small Offshore Drill will allow you to extract different minerals, including Oil, from the bottom of the sea. On the Military side of things, there is a new Patrol Boat which is basically like a water based version of the current Infantry unit.
The Landing Field has been moved further down the tech tree, and is replaced by the smaller early game Landing Pad. There is a new Wood Grower for generating more wood, an Oil Tank for storing Oil, and a Synthetic Oil Lab for creating Oil out of Food. Once you have Oil, you can convert it into Plastic using the new Plastic Factory. You can also get a small amount of Plastic from the new Recycling Center.
I think that is all of the new content, although I might have missed something. Looking forward though, now that we have Oil and Plastic in the game, it might be time to introduce Robotics in to the mix, and start going down that branch of the tech tree, so stay tuned for all of that.
At the end of the day, there were so many under the hood changes to this update, that something is bound to be broken. Please be on the lookout and let me know what issues you find. I have been working on this update for the better part of two months, so it is entire possible that I started working on a mechanic weeks ago, and forgot to finish it up. All in all though, I think this is a fair update to the game, and I hope you guys like it!
My Colony 2 v0.19.0 is available now on the Web, Launcher, and Windows Store, and will hopefully be hitting Google Play and the App Store within the next few days, depending on app store review times (even Android requires review now too). So stay tuned for that, let me know what you think, and stay tuned for more in the weeks and months ahead!
https://www.apewebapps.com/my-colony-2/
#mycolony2
If anybody was looking for a massive My Colony 2 update this month, I've got you covered! v0.34.0 is dropping now on the Web and the Ape Apps Launcher and is packed with goodies that you will not want to miss, so let's take a look at what is new!
The first change you might notice is that the title screen has been reworked, matching the layout from the title screen of Terra Nova 4X. This is a fairly minor change at the moment, but as MC2 had been using the generic Web App Core title screen, I was limited on what I could potentially add to it in the future, so now I will be able to make some changes and improvements going forward.
I also did quite a bit of work on Player Mode in this update, which had been completely borked until now. There is now a new HUD/UI for the mode, complete with health bar, radar, current location stats and more!
There remains a ton of work to be done on Player Mode. Right now there are still glitches and the controls are a bit wonky, but it is functional if you want to give it a test. My Colony 2 is eventually going to contain an entire sub-game based on Player Mode, but for now it's still fun to just walk around your colony and check things out.
There are new options on the Statistics screen for server operators in this release, and the first one is actually quite important.
You can now toggle your server's Private/Public status on the World statistics, which was a long requested feature. You can also toggle on/off the My Colony Online feature (which gives access to online trading through the GBT, among other things). However, and this is important, worlds created before MC2 v0.29.0 will all be in offline mode until activated on the World screen! This is because the MC Online flag in the save file was ignored until this update, and it defaulted to Offline before v0.29.0. Now that the flag is no longer ignored, worlds with the old default will be set to offline.
So the first time you load up your world in v0.34.0 (or higher), you must go into the Statistics screen and turn My Colony Online back on, if you want to use the GBT. You do not have to worry about losing resources or anything like switching between online/offline in the original My Colony. MC2 takes care of this by blocking all connections from modded games.
In addition to the above, server managers can now set the maximum number of online connections allowed in their game. You could previously set this using a chat text command, but now it's just a lot easier to do it from the UI.
Moving on, I have tried to make some interface changes to make My Colony 2 easier to play on mobile devices. The 3D nature of the game makes placing structures more difficult than it was on the original version of My Colony, but I think some changes in this update will help.
Firstly (as seen above), the ground grid lines are now turned on by default on touchscreen devices, allowing you to more easily see where you are placing structures. If you do not like this setting, it can be turned on/off in the Engine Settings menu under the Interface section, but on touch I think it makes a significant different in making the game more playable.
Next, I have tried to make it so that, no matter what orientation you have the camera rotated, placing a new structure will always originate from the top-left tile corner of the tiles to be occupied. On a touch screen there is no "hover" like with mouse input, so it's hard to tell where the building is going to be placed, and a lot of times with the camera rotated, you would have no idea where the building was going to show up once you tapped the screen, so now it should be fairly consistent no matter how you are rotated or zoomed. This was actually more difficult to implement then it might seem, since what tile constitutes the top-left corner is sort of subjective, especially depending on how far the camera is rotated in one way or another. At what angle is the cutoff where top-left becomes top-right, etc? Anyway, after hours of fiddling with the angle cutoffs, I think I have it to where it "feels" good, but you can play with it on mobile and let me know.
Moving right along, I have expanded the building stats that appear when you click on a structure's stats icon. You can now view the production/consumption ratings of Money, Civics and Research. There is still more expansion to be done on building stats, but this change alone makes a pretty big difference, IMO.
Now let's move on to new content, as there is a lot in this update. This release includes 22 new structures, two new techs to unlock, and one new unit. Among the new content in this release are 3D model contributions from @rahtdrgn @therealchromedino @GeneralWadaling and @spamdude so please be sure to show them appreciation for their great works!
Since there are so many new structures, I am just going to list them all out, and then comment on a few of them afterwards. A lot of the structures in this release are of the "Advanced" variety, needed upgrades to existing buildings.
Basically, the Star Gates are going to allow characters in Player Mode to seamlessly travel between worlds/servers. Ultimately, the area around your Star Gate will be the first thing a player sees when they enter your world from that perspective, so you may want to include things like informational signs about your world, and you may want to leave some space to build specific Player Mode related structures that will be available in the future. You may also wish to have at least one security turret nearby, as you never know what is going to be coming through the Star Gate. The Star Gates will also allow fast travel of players/colonists/units between distant settlements both on and off world.
The Star Gates are going to be a critical component of the Player Mode. I wanted to get them in the game sooner rather than later, because the My Colony Online database is keeping track of every star gate in the "universe," and I need to get that database built up before I can enable the fast travel and other features.
Moving along, an old favorite from the original My Colony has returned, as the Bank can now be upgraded to the Investment Bank!
You can start bringing in some pretty good money for your settlement with the Investment Bank, but it's not actually the best money maker in this release. That honor goes to the new Spice Den!
The Spice Den is a brick structure repurposed from an old food production model that GeneralWadaling had made a couple of years ago, and as long as you are able to keep it running with Spice, you will make some nice profits, as the rich and famous in your settlement will pay top dollar to get their Spice fix in a safe and discrete way. Obviously if you are not on the Spice World you will need to procure your Spice from the GBT, so you might want to stock up whenever it becomes available, as I suspect this is not the only Spice related structure we will be seeing added to non-Spice worlds.
Note that the Spice Den is the first structure in the game that actually has a negative Security rating, so you may need to offset that with an extra security headquarters.
Now, you have heard of the noble Extraterrestrial Builder, but what about his equally noble cousin, the Extraterrestrial Sea Rover?
The old offshore drill got a Quantum Offshore Drill upgrade in this release, so it needed a new boat to build it. Not only is this new version of the offshore drill faster, but it also brings up Alien Artifacts! This was badly needed I think, since artifacts are fairly rare on the desert world, and you just can't dig much at all on the water world, so these new Quantum Offshore Drills will come in handy.
Speaking of badly needed, you can now easily generate Helium 3 on any world with the new Advanced Helium 3 Extractor. You will need Regolith to operate it, but that shouldn't be a problem once you construct the new Advanced Regolith Synthesis Lab.
So what happens when you want to conduct big trades on the GBT but you don't want to build hundreds of Trading Depots? That's where the new Galactic Trade Authority Office comes into play!
This is another decent money making structure, but it also greatly increases your gift/trade capacity (I forgot the number, but it's big).
A lot of the buildings that needed upgrades got them in this release. We now have the Advanced Robotics Factory, the Advanced Microchip Factory, the Advanced Plastic Factory, Advanced Vocational Training Center, and the Underground Drop Room (upgrade to the Storage Yard), just to name a few.
In addition, the Spice World now has the new Spice Drilling Operation, which is basically an Ore Fracking Operation for Spice. There are also the new Advanced and Quantum Spice Silos for superior Spice storage.
There is also the Quantum Oil Tank upgrade, for storing larger amounts of Oil.
Finally, all of these new structures will require a great deal of power. That is where the brand new Ether Crystal Reactor comes into play!
You will need a continuous source of both Ether and Crystalline to run this thing, so you may need to watch the GBT for deals. If you can afford it though, the Ether Crystal Reactor will provide you with a 55,000 power rating, far eclipsing the current Integrated Nuclear Reactor.
At the end of the day, there was a ton of work put into this update, so I hope you all enjoy it! There is a lot more excitement for My Colony 2 on the horizon. My goal is to have, by the end of this year, full gamepad/tv support, full VR support, music, sounds, a Steam release, and to have enough content and features to overtake the playability of the original My Colony. So stay tuned for more large updates like this one, because this size of release is going to be the norm, not the exception!
Thank you again for playing My Colony 2 and remember, build up your parameter defenses, because @poumm is out there, lol!
Just kidding, poumm. You're ok!
#mycolony2
The first change you might notice is that the title screen has been reworked, matching the layout from the title screen of Terra Nova 4X. This is a fairly minor change at the moment, but as MC2 had been using the generic Web App Core title screen, I was limited on what I could potentially add to it in the future, so now I will be able to make some changes and improvements going forward.
I also did quite a bit of work on Player Mode in this update, which had been completely borked until now. There is now a new HUD/UI for the mode, complete with health bar, radar, current location stats and more!
There remains a ton of work to be done on Player Mode. Right now there are still glitches and the controls are a bit wonky, but it is functional if you want to give it a test. My Colony 2 is eventually going to contain an entire sub-game based on Player Mode, but for now it's still fun to just walk around your colony and check things out.
There are new options on the Statistics screen for server operators in this release, and the first one is actually quite important.
You can now toggle your server's Private/Public status on the World statistics, which was a long requested feature. You can also toggle on/off the My Colony Online feature (which gives access to online trading through the GBT, among other things). However, and this is important, worlds created before MC2 v0.29.0 will all be in offline mode until activated on the World screen! This is because the MC Online flag in the save file was ignored until this update, and it defaulted to Offline before v0.29.0. Now that the flag is no longer ignored, worlds with the old default will be set to offline.
So the first time you load up your world in v0.34.0 (or higher), you must go into the Statistics screen and turn My Colony Online back on, if you want to use the GBT. You do not have to worry about losing resources or anything like switching between online/offline in the original My Colony. MC2 takes care of this by blocking all connections from modded games.
In addition to the above, server managers can now set the maximum number of online connections allowed in their game. You could previously set this using a chat text command, but now it's just a lot easier to do it from the UI.
Moving on, I have tried to make some interface changes to make My Colony 2 easier to play on mobile devices. The 3D nature of the game makes placing structures more difficult than it was on the original version of My Colony, but I think some changes in this update will help.
Firstly (as seen above), the ground grid lines are now turned on by default on touchscreen devices, allowing you to more easily see where you are placing structures. If you do not like this setting, it can be turned on/off in the Engine Settings menu under the Interface section, but on touch I think it makes a significant different in making the game more playable.
Next, I have tried to make it so that, no matter what orientation you have the camera rotated, placing a new structure will always originate from the top-left tile corner of the tiles to be occupied. On a touch screen there is no "hover" like with mouse input, so it's hard to tell where the building is going to be placed, and a lot of times with the camera rotated, you would have no idea where the building was going to show up once you tapped the screen, so now it should be fairly consistent no matter how you are rotated or zoomed. This was actually more difficult to implement then it might seem, since what tile constitutes the top-left corner is sort of subjective, especially depending on how far the camera is rotated in one way or another. At what angle is the cutoff where top-left becomes top-right, etc? Anyway, after hours of fiddling with the angle cutoffs, I think I have it to where it "feels" good, but you can play with it on mobile and let me know.
Moving right along, I have expanded the building stats that appear when you click on a structure's stats icon. You can now view the production/consumption ratings of Money, Civics and Research. There is still more expansion to be done on building stats, but this change alone makes a pretty big difference, IMO.
Now let's move on to new content, as there is a lot in this update. This release includes 22 new structures, two new techs to unlock, and one new unit. Among the new content in this release are 3D model contributions from @rahtdrgn @therealchromedino @GeneralWadaling and @spamdude so please be sure to show them appreciation for their great works!
Since there are so many new structures, I am just going to list them all out, and then comment on a few of them afterwards. A lot of the structures in this release are of the "Advanced" variety, needed upgrades to existing buildings.
- Advanced Robotics Factory
- Ether Reactor (art by rahtdrgn)
- Ancient Alien Gold Synthesis Lab (art by therealchromedino)
- Star Gate
- Advanced Microchip Factory (art by GeneralWadaling)
- Advanced Plastic Factory
- Underground Drop Room (art by spamdude)
- Spice Drilling Operation (art by therealchromedino)
- Advanced Spice Silo (art by therealchromedino)
- Quantum Spice Silo (art by therealchromedino)
- Quantum Oil Tank (art by therealchromedino)
- Advanced Regolith Synthesis Lab (art by spamdude)
- Quantum Offshore Drill
- Advanced Vocational Training Center
- Spice Den
- Galactic Trade Authority Office
- Ether Crystal Reactor
- Plaza Mosaic Tile
- Investment Bank
- Advanced Helium 3 Extractor
- Black and White Checkered Pavement
- Street Sign
Basically, the Star Gates are going to allow characters in Player Mode to seamlessly travel between worlds/servers. Ultimately, the area around your Star Gate will be the first thing a player sees when they enter your world from that perspective, so you may want to include things like informational signs about your world, and you may want to leave some space to build specific Player Mode related structures that will be available in the future. You may also wish to have at least one security turret nearby, as you never know what is going to be coming through the Star Gate. The Star Gates will also allow fast travel of players/colonists/units between distant settlements both on and off world.
The Star Gates are going to be a critical component of the Player Mode. I wanted to get them in the game sooner rather than later, because the My Colony Online database is keeping track of every star gate in the "universe," and I need to get that database built up before I can enable the fast travel and other features.
Moving along, an old favorite from the original My Colony has returned, as the Bank can now be upgraded to the Investment Bank!
You can start bringing in some pretty good money for your settlement with the Investment Bank, but it's not actually the best money maker in this release. That honor goes to the new Spice Den!
The Spice Den is a brick structure repurposed from an old food production model that GeneralWadaling had made a couple of years ago, and as long as you are able to keep it running with Spice, you will make some nice profits, as the rich and famous in your settlement will pay top dollar to get their Spice fix in a safe and discrete way. Obviously if you are not on the Spice World you will need to procure your Spice from the GBT, so you might want to stock up whenever it becomes available, as I suspect this is not the only Spice related structure we will be seeing added to non-Spice worlds.
Note that the Spice Den is the first structure in the game that actually has a negative Security rating, so you may need to offset that with an extra security headquarters.
Now, you have heard of the noble Extraterrestrial Builder, but what about his equally noble cousin, the Extraterrestrial Sea Rover?
The old offshore drill got a Quantum Offshore Drill upgrade in this release, so it needed a new boat to build it. Not only is this new version of the offshore drill faster, but it also brings up Alien Artifacts! This was badly needed I think, since artifacts are fairly rare on the desert world, and you just can't dig much at all on the water world, so these new Quantum Offshore Drills will come in handy.
Speaking of badly needed, you can now easily generate Helium 3 on any world with the new Advanced Helium 3 Extractor. You will need Regolith to operate it, but that shouldn't be a problem once you construct the new Advanced Regolith Synthesis Lab.
So what happens when you want to conduct big trades on the GBT but you don't want to build hundreds of Trading Depots? That's where the new Galactic Trade Authority Office comes into play!
This is another decent money making structure, but it also greatly increases your gift/trade capacity (I forgot the number, but it's big).
A lot of the buildings that needed upgrades got them in this release. We now have the Advanced Robotics Factory, the Advanced Microchip Factory, the Advanced Plastic Factory, Advanced Vocational Training Center, and the Underground Drop Room (upgrade to the Storage Yard), just to name a few.
In addition, the Spice World now has the new Spice Drilling Operation, which is basically an Ore Fracking Operation for Spice. There are also the new Advanced and Quantum Spice Silos for superior Spice storage.
There is also the Quantum Oil Tank upgrade, for storing larger amounts of Oil.
Finally, all of these new structures will require a great deal of power. That is where the brand new Ether Crystal Reactor comes into play!
You will need a continuous source of both Ether and Crystalline to run this thing, so you may need to watch the GBT for deals. If you can afford it though, the Ether Crystal Reactor will provide you with a 55,000 power rating, far eclipsing the current Integrated Nuclear Reactor.
At the end of the day, there was a ton of work put into this update, so I hope you all enjoy it! There is a lot more excitement for My Colony 2 on the horizon. My goal is to have, by the end of this year, full gamepad/tv support, full VR support, music, sounds, a Steam release, and to have enough content and features to overtake the playability of the original My Colony. So stay tuned for more large updates like this one, because this size of release is going to be the norm, not the exception!
Thank you again for playing My Colony 2 and remember, build up your parameter defenses, because @poumm is out there, lol!
Just kidding, poumm. You're ok!
#mycolony2
Right now the ice world is semi playable, but crystalline is impossible to renew. Before the update is finished it would be great if something to make more crystalline was added. This is a concept that I came up with, but i am awful at inkscape so I have no picture.
Crystalline centrifuge:
Costs:
2000 regolith
200 helium-3
100 steel
Tile area: 2x2
Converts regolith and helium-3 into crystalline
Production speed: Same as steel refinery but with crystalline as the output.
Crystalline centrifuge:
Costs:
2000 regolith
200 helium-3
100 steel
Tile area: 2x2
Converts regolith and helium-3 into crystalline
Production speed: Same as steel refinery but with crystalline as the output.
This is for those that are having a problem harvesting enough Crystalline.
So.
In order to get crystalline faster first you need to plan ahead and not use it immediately for the micro mines.
The fastest way to get it is to continuously build regolith furnaces near crystalline deposits.
We all know however that you only have a limited amount (very big on a mega world but still limited).
The trick is in the Synthetic crystalline.
The synthetic deposits actually do spread albeit slow (I sadly can't tell you the time it takes though). The best way to farm it is to build the deposit in a place where the rovers can't reach (preferably the corner of the map or in a square completely surrounded with walls).
Then you just need patience.
If you build about 5-9 initially, after about 30 min. you will notice a big change. The deposits actually slowly create new ones overtime.
So if you wait long enough you will have a never ending supply of crystalline.
I hope I helped someone with this :-)
So.
In order to get crystalline faster first you need to plan ahead and not use it immediately for the micro mines.
The fastest way to get it is to continuously build regolith furnaces near crystalline deposits.
We all know however that you only have a limited amount (very big on a mega world but still limited).
The trick is in the Synthetic crystalline.
The synthetic deposits actually do spread albeit slow (I sadly can't tell you the time it takes though). The best way to farm it is to build the deposit in a place where the rovers can't reach (preferably the corner of the map or in a square completely surrounded with walls).
Then you just need patience.
If you build about 5-9 initially, after about 30 min. you will notice a big change. The deposits actually slowly create new ones overtime.
So if you wait long enough you will have a never ending supply of crystalline.
I hope I helped someone with this :-)
Planet Type: Shadow
Orbits around: black hole
day/night cycle: eternal night, but darker, solar energy non-existent.
Atmosphere: 2.5 million
Solid terrain features: a dark, almost featureless surface, very disorienting to look at.
Liquid terrain: Black water - a mixture of water and dark matter. Non-trade-able. Can be used as a crude heat source, but not for drinking. It tends to heat up quickly when in motion as dark matter tends to create pure energy when it's particles collide.
surface resources: gold, uranium, aluminum, glowing purple crystalline, ice
surface plant-life: luminous trees that provide small amount of light and lumber
Planet specific resource: Dark matter - a very powerful energy source once it is separated from black water. It's every civ's final energy source and can be used to power a large fraction of a region, but is very costly and would be very difficult to keep in stock. Dark matter is also healing to insectoids. They soak it up like a sponge and can gain powerful abilities from it, such as higher intelligence and more control over antaura.
Other features: This planet is darker than regular night, with barely any ambient light coming from the black hole's accretion disk. The player must rely on lights to be able to see their colony in order to manage it.
Races to inhabit this planet: Insectoids only.
Progression:
- a portable altar is built from crystalline. It provides only one job.
- water from ice patches is sacrificed on the altar(s) to produce a small amount of antuara.
- A black bug collects black water from black water bodies.
- An enlightenment chamber uses antaura to purify the water to render it drinkable, but the dark matter is absorbed by the insectoids, raising their IQ's, so it vanishes.
- crystalline is used to dig for ore.
- ore is used to make black water furnaces. A black water furnace mixes black water to create heat. That heat is in turn used to melt crystalline into sugar.
- subterranean sugar farms are built that automate sugar using water, requiring more enlightenment chambers and portable altars.
- After the player starts to build mining projects, then they are back on the regular insectoid's tech path, although they won't have another source of drinking water until they start to mass produce antaura, as black water is in the ground as well, so no wet mounds or cones. For mid game, another building called the dark altar can be used to separate black water into pure water and dark matter, although not all of the dark matter is preserved. The amount of water that is produced is much more than the enlightenment chamber.
- The player now has a small supply of dark matter. They can either chose to sell it, or they can use it in a couple of different ways. It can be used in new medical buildings as it is healing to insectoids, it could also be used for new research buildings that would study the strange material, or maybe it could have some entertainment and tourism uses.
- In later game, a shadow temple would be used to mass produce dark matter and water while consuming tons of antaura.
- Finally, a building called a spire of darkness would be the insectoid's best source of power. Except on this planet, they have an unlimited amount of dark matter. For other colonies, getting this level of power will come at a cost.
Other info:
I was thinking that since this planet would be darker than night, insectoids needs some new lighting. The insectoid glow lights are cool, but perhaps they could do with some better ones. Perhaps crystalline or ether could be used to make good lights. I'm suggesting a new crystalline steet lamp that could come in three different colors: blue(to fit in with ice world) red(for lava world), and purple(for shadow world)
Orbits around: black hole
day/night cycle: eternal night, but darker, solar energy non-existent.
Atmosphere: 2.5 million
Solid terrain features: a dark, almost featureless surface, very disorienting to look at.
Liquid terrain: Black water - a mixture of water and dark matter. Non-trade-able. Can be used as a crude heat source, but not for drinking. It tends to heat up quickly when in motion as dark matter tends to create pure energy when it's particles collide.
surface resources: gold, uranium, aluminum, glowing purple crystalline, ice
surface plant-life: luminous trees that provide small amount of light and lumber
Planet specific resource: Dark matter - a very powerful energy source once it is separated from black water. It's every civ's final energy source and can be used to power a large fraction of a region, but is very costly and would be very difficult to keep in stock. Dark matter is also healing to insectoids. They soak it up like a sponge and can gain powerful abilities from it, such as higher intelligence and more control over antaura.
Other features: This planet is darker than regular night, with barely any ambient light coming from the black hole's accretion disk. The player must rely on lights to be able to see their colony in order to manage it.
Races to inhabit this planet: Insectoids only.
Progression:
- a portable altar is built from crystalline. It provides only one job.
- water from ice patches is sacrificed on the altar(s) to produce a small amount of antuara.
- A black bug collects black water from black water bodies.
- An enlightenment chamber uses antaura to purify the water to render it drinkable, but the dark matter is absorbed by the insectoids, raising their IQ's, so it vanishes.
- crystalline is used to dig for ore.
- ore is used to make black water furnaces. A black water furnace mixes black water to create heat. That heat is in turn used to melt crystalline into sugar.
- subterranean sugar farms are built that automate sugar using water, requiring more enlightenment chambers and portable altars.
- After the player starts to build mining projects, then they are back on the regular insectoid's tech path, although they won't have another source of drinking water until they start to mass produce antaura, as black water is in the ground as well, so no wet mounds or cones. For mid game, another building called the dark altar can be used to separate black water into pure water and dark matter, although not all of the dark matter is preserved. The amount of water that is produced is much more than the enlightenment chamber.
- The player now has a small supply of dark matter. They can either chose to sell it, or they can use it in a couple of different ways. It can be used in new medical buildings as it is healing to insectoids, it could also be used for new research buildings that would study the strange material, or maybe it could have some entertainment and tourism uses.
- In later game, a shadow temple would be used to mass produce dark matter and water while consuming tons of antaura.
- Finally, a building called a spire of darkness would be the insectoid's best source of power. Except on this planet, they have an unlimited amount of dark matter. For other colonies, getting this level of power will come at a cost.
Other info:
I was thinking that since this planet would be darker than night, insectoids needs some new lighting. The insectoid glow lights are cool, but perhaps they could do with some better ones. Perhaps crystalline or ether could be used to make good lights. I'm suggesting a new crystalline steet lamp that could come in three different colors: blue(to fit in with ice world) red(for lava world), and purple(for shadow world)
I'm not sure if this is so much a bug or if it was intended but it is certainly quite annoying.
Due to the prerequisites for certain buildings, I can't build them on the aquatic world. Examples include:
Solar towers
(I have High Density Solar Panels but also need Abandoned World Base or Asteroid Base or United Earth Base)
Black market bazaar
(No regolith on the map and will have to build my colony a long way to be able to make/import it)
Diamonds
(I can't build the miner, I have Diamond Mining but also need Desert World Base or Lava World Base or Ice World Base or Asteroid Base)
Oil
(Same as diamonds have the tech, but not the right world (needs forest))
Due to the prerequisites for certain buildings, I can't build them on the aquatic world. Examples include:
Solar towers
(I have High Density Solar Panels but also need Abandoned World Base or Asteroid Base or United Earth Base)
Black market bazaar
(No regolith on the map and will have to build my colony a long way to be able to make/import it)
Diamonds
(I can't build the miner, I have Diamond Mining but also need Desert World Base or Lava World Base or Ice World Base or Asteroid Base)
Oil
(Same as diamonds have the tech, but not the right world (needs forest))
Draconian Automatic Market
Randomly consumes a little amount of a resource, it’ll produce another random resource and money.
Draconian Construction Yard
Floating Constructor (Unit)
Larger Automated Hydroponics Lab
Serves as the modest upgrade for the Automated hydroponics lab.
Draconain Crystalline Refinery
This is a real industrial class refinery, for larger development scales. Before you have this thing, most importantly you should have a stable source of crystalline.
Global Raw Material Extractor
Serve as the upgrade of Raw Materials Extractor.
Trivia: Alpha Draconians might have used that as a weapon...
Ether Crystal Farm
Better crystal farm - Which the automations makes it possible to yield more than before!
Interstellar Starship Relay Station
Literally a spaceport for Alpha Draconians, but without entertainment purpose.
The one with entertainment purpose will be introduced in another post.
Greater Shipworks
Where the Draconains can bring their things to exchange something else they need in this automatic market. But of course, the exchange ratio is always unfair. Never underesyimate the trickness of business runs under reptilians!
Randomly consumes a little amount of a resource, it’ll produce another random resource and money.
Draconian Construction Yard
The construction yard is the basic structure for managing and planning any larger construction in any Reptilian colonies - It is the only place you can build Floating Constructor, the bigger brother of construction probe.
Floating Constructor (Unit)
The Floating Constructor has larger construction capability than any average construction probe, which they are able to create massive, amazing structures for Alpha Draconain colonies.
Larger Automated Hydroponics Lab
A larger, multi-deck hydroponoics lab for growing more food for larger populations.
Serves as the modest upgrade for the Automated hydroponics lab.
Draconain Crystalline Refinery
An all-in one automatic facility, combinding gold grower, aluminium grower, crystalline enrichment, e.t.c, which will harness the power of crystals to bring you a wide range of minerals! Requires robot to operate and tinker the machines.
This is a real industrial class refinery, for larger development scales. Before you have this thing, most importantly you should have a stable source of crystalline.
Global Raw Material Extractor
Known to be the most powerful experimental class mining drill in the world, nothing in underground will escape the awesome power of thr Global Drill. This thing can hollow any minerals inside a large asteroid within weeks. However because it’s too powerful that it may destroy the entire planet, it still requires some control measures, so it hires robots inside it.
Serve as the upgrade of Raw Materials Extractor.
Trivia: Alpha Draconians might have used that as a weapon...
Ether Crystal Farm
Ether can help crystalline grow even faster under extreme radiation. With this machine you’ll be difficult to use up the amount crystalline it produces. However because ether is unstable with unknown reactions under the condition which the Farm works, it needs 24 hour control under the frequently-updated softwares and robots.
Better crystal farm - Which the automations makes it possible to yield more than before!
Interstellar Starship Relay Station
The logistic network is always the important lifeline of any large commonwealths, because you’ll always need to transport important materials and human resources around. Where the important colony is, where this facility lies to resupply the transport vessels. Robots are hired to ensure high task efficiency.
Literally a spaceport for Alpha Draconians, but without entertainment purpose.
The one with entertainment purpose will be introduced in another post.
Greater Shipworks
Here, harness the power of automations, everything in this shipworks are totally automated. Enjoy the high efficiency it brings.
Note: This is all for human colonies.
So I've currently got a region colony which currently has quite a few problems regarding resources. I've got 2 maps full of just tree farms, a map where 1/4 is full of wool, my clay production is sad, and my bricks, pottery, and toys have nothing to do. Additionally, the endgame right now is pretty fast to get to, and as buildings and techs are easier to add to the game than new features, I think it'd be nice to have quite a bit more content. So, to fix these problems and a few more, here are some idea for buildings and some other general improvements I have:
General:
Make megatrees grow A LOT faster. They are so slow, you can barely sustain a middling zolarg colony with them. Sugar canes covered the entire map before I even got 5 new megatrees.
Disable auto-trading on the GBT. It's really cluttered now.
Widen the game. Currently, the tech tree is growing upwards, with new techs and building being added for later in the game than current ones. Instead, focus on adding more buildings and techs to current techs and mid-game play.
Resources:
Miniships
Techs:
Advanced Biology: Requires Low Gravity Husbandry. Unlocks: Underground Tree Farm.
Bioengineering: Requires Advanced Biology, Human Cloning. Unlocks: Megatree, Megatree Farm, Human Repair Lab.
Synthetic Biology: Requires Bioengineering, Transcendence. Unlocks: Bioprinter.
Commercial Shipping: Requires Faster Than Light Travel, Galactic Finance Theory. Unlocks: Small Shipyard, Planetary Freight, Ship Showroom, Refueling Station, Mega-Elevator.
Asteroid Mining: Requires Commercial Shipping. Unlocks: Asteroid Tether.
Buildings:
Underground Tree Farm: An upgrade to the tree farm which goes 5 stories underground for 5x faster production. About the same cost as a dig site. Requires: Advanced Biology
Megatree Farm: An upgrade to the underground tree farm for 2x production. Requires: Bioengineering.
Human Repair Lab: Heal humans by giving them robotic parts. Consumes civics and robots. Requires: Bioengineering.
Bioprinter: A 3x3 building which prints any organic material and consumes food, water, and robots. Produces 5 units of one of wood, charcoal, sugar, or wool every 5 ticks. Needs no workers. Requires Synthetic Biology.
Clay Mixer: Produces clay by consuming ore and water. Requires Clay Production.
Advanced Clay Mixer: Produces clay by consuming ore and ant paste. Requires Ant Paste Synthesis and Clay Production.
Toy Store: Just sells toys in exchange for money.
Build-N-Bricks: Sells toys for even more money than the toy store (they're Lego knock-offs). Has a lot of entertainment capacity, too.
Ansible Array: Produces 10000 Bandwidth. Consumes ether, software, and a lot of power.
Ape-Apps-plex: An endgame software producing building, churning out software by the thousands while consuming robots. As an idea, make it require a technology called "Singularity".
Small Shipyard: 5x5 building. Produces Miniships much faster than the shipyard produces starships. Consumes less resources too. Still very expensive. Requires: Commercial Shipping.
Planetary Freight: 2x7 building like interstellar freight. It is not an upgrade. Enables a new feature for auto-trading with commonwealth members. Requires: Commercial Shipping.
Ship Showroom: 9x9 building. Consumes both Starships and Miniships very slowly. Sells them for an unholy amount of money to the richest of your colony. Requires: Commercial Shipping.
Refueling Station: 5x5 building, is just a pipeline leading to the sky like the space elevator. Refuels Starships, produces an unholy amount of money while consuming oil, crystalline, and ether. Requires: Commercial Shipping.
Mega-Elevator: 2x7 upgrade to Space-Elevator. Is much wider. Even bigger trading capacity and immigration. Requires: Commercial Shipping.
Asteroid Tether: a 7x7 building which is unbelievably expensive (like really expensive, 10x hall of congress maybe?) and costs many Miniships to make (you have to pull the asteroid over), but produces immense amounts of ore, regolith, aluminum, gold, diamond, uranium, and alien artifacts. Maybe 10000 ore, 10000 regolith, 50000 gold, 10000 aluminum, 10000 uranium, 5000 diamond, and 100 alien artifacts every 150 ticks? Requires: Asteroid Mining
So I've currently got a region colony which currently has quite a few problems regarding resources. I've got 2 maps full of just tree farms, a map where 1/4 is full of wool, my clay production is sad, and my bricks, pottery, and toys have nothing to do. Additionally, the endgame right now is pretty fast to get to, and as buildings and techs are easier to add to the game than new features, I think it'd be nice to have quite a bit more content. So, to fix these problems and a few more, here are some idea for buildings and some other general improvements I have:
General:
Make megatrees grow A LOT faster. They are so slow, you can barely sustain a middling zolarg colony with them. Sugar canes covered the entire map before I even got 5 new megatrees.
Disable auto-trading on the GBT. It's really cluttered now.
Widen the game. Currently, the tech tree is growing upwards, with new techs and building being added for later in the game than current ones. Instead, focus on adding more buildings and techs to current techs and mid-game play.
Resources:
Miniships
Techs:
Advanced Biology: Requires Low Gravity Husbandry. Unlocks: Underground Tree Farm.
Bioengineering: Requires Advanced Biology, Human Cloning. Unlocks: Megatree, Megatree Farm, Human Repair Lab.
Synthetic Biology: Requires Bioengineering, Transcendence. Unlocks: Bioprinter.
Commercial Shipping: Requires Faster Than Light Travel, Galactic Finance Theory. Unlocks: Small Shipyard, Planetary Freight, Ship Showroom, Refueling Station, Mega-Elevator.
Asteroid Mining: Requires Commercial Shipping. Unlocks: Asteroid Tether.
Buildings:
Underground Tree Farm: An upgrade to the tree farm which goes 5 stories underground for 5x faster production. About the same cost as a dig site. Requires: Advanced Biology
Megatree Farm: An upgrade to the underground tree farm for 2x production. Requires: Bioengineering.
Human Repair Lab: Heal humans by giving them robotic parts. Consumes civics and robots. Requires: Bioengineering.
Bioprinter: A 3x3 building which prints any organic material and consumes food, water, and robots. Produces 5 units of one of wood, charcoal, sugar, or wool every 5 ticks. Needs no workers. Requires Synthetic Biology.
Clay Mixer: Produces clay by consuming ore and water. Requires Clay Production.
Advanced Clay Mixer: Produces clay by consuming ore and ant paste. Requires Ant Paste Synthesis and Clay Production.
Toy Store: Just sells toys in exchange for money.
Build-N-Bricks: Sells toys for even more money than the toy store (they're Lego knock-offs). Has a lot of entertainment capacity, too.
Ansible Array: Produces 10000 Bandwidth. Consumes ether, software, and a lot of power.
Ape-Apps-plex: An endgame software producing building, churning out software by the thousands while consuming robots. As an idea, make it require a technology called "Singularity".
Small Shipyard: 5x5 building. Produces Miniships much faster than the shipyard produces starships. Consumes less resources too. Still very expensive. Requires: Commercial Shipping.
Planetary Freight: 2x7 building like interstellar freight. It is not an upgrade. Enables a new feature for auto-trading with commonwealth members. Requires: Commercial Shipping.
Ship Showroom: 9x9 building. Consumes both Starships and Miniships very slowly. Sells them for an unholy amount of money to the richest of your colony. Requires: Commercial Shipping.
Refueling Station: 5x5 building, is just a pipeline leading to the sky like the space elevator. Refuels Starships, produces an unholy amount of money while consuming oil, crystalline, and ether. Requires: Commercial Shipping.
Mega-Elevator: 2x7 upgrade to Space-Elevator. Is much wider. Even bigger trading capacity and immigration. Requires: Commercial Shipping.
Asteroid Tether: a 7x7 building which is unbelievably expensive (like really expensive, 10x hall of congress maybe?) and costs many Miniships to make (you have to pull the asteroid over), but produces immense amounts of ore, regolith, aluminum, gold, diamond, uranium, and alien artifacts. Maybe 10000 ore, 10000 regolith, 50000 gold, 10000 aluminum, 10000 uranium, 5000 diamond, and 100 alien artifacts every 150 ticks? Requires: Asteroid Mining
Let me first start off by saying that I know bast is focused on finishing antiquitas and he probably will not consider another race until he has time to focus solely on my colony.
So here are my ideas for races that could be put in the game. I can only include six because the poll only allows for six possible answers.
1. Automations:
Description: A Utopian sentient robot society whose sole purpose is to terraform worlds into beautiful paradises. They need less care than organic colonists, they have no need for a government since greed, deceit, and violence are not a part of their nature, and they only produce what they need to terraform the planet and survive as they give the rest back to their planet. They prefer to be an isolated society but warmly welcome and care for newcomers from other races.
Difficulty: Very Easy-easy
Production potential: the least out of all races
Main building resource: ore
Terraforming Potential: the most efficient out of all races
Economic potential: very low
Governmental potential: the least out of all races
research potential: average
growth rate: very high
Tourist potential: very high
Food and water production: the most efficient out of all races
Micromanagement needs at beginning of game: very little.
Colonist eats: power and small amounts of oil, new colonists are built from ore.
Colonist entertained by: Work, walking around when planet is between 5-15 mil atmosphere, research.
Building method: buildings are built by vehicles, same as humans and insectoids.
optimum atmosphere range: 5-15 mil
Colonizable atmosphere range: 0-100
2.) Reptilians
Description: A society built on honor for one's neighbor and zealous loyalty to the theocracy. These people are known for their vast uses of crystalline since a viable source of regolith, ore, and gold couldn't be found on their home planet. They synthesize the purest crystalline out of all races. The reptilians need less governing, but they can still build a very strong government unlike the automations. A more advanced race than humans, the reptilians build structures that are more autonomous and require less workers. Their honorbound and zealous disposition often prevents them from asking important questions though, which limits the amount of research they produce, and their technology and society allow them to function very well in all environments, which hinders their motivation to terraform even though they would still prefer to live in a hospitable environment. Because of the reptilians tendency to colonize planets with hostile environments, not many people want to move to reptilian worlds. The reptilians are not know for their capacity for trading and economics as they serve a theocracy, but they do need money to survive and trading is a means to an end for them.
Difficulty: medium-hard
Production potential: very high
Main building resource: crystalline
Terraforming Potential: the least efficient out of all races
Economic potential: average
Governmental potential: the best out of all races
research potential: low
Growth rate: low
Tourist potential: low
Food and water production: average
Micromanagement needs at beginning of game: low to moderate.
Colonist eats: food and water
Colonist entertained by: religion, fighting arenas, human-like entertainment
building method: buildings warps are started and left alone to build themselves as the vehicle does other tasks. This slows down build speed though.
optimum atmosphere range: 2.5-30mil
Colonizable atmosphere range: 0-100
3.) Jellyfish
Description: The Jellyfish thrive in high atmospheric conditions as they do not live on the ground but build their cities in the sky out of floating structures. The jellyfish survive solely on atmosphere instead of food and water. The jellies pride themselves in their various uses of atmosphere, but this drains the planet of all atmosphere eventually, so it's a race against time to develop the technologies and resources for adding atmosphere back to the planet. On their homeworld, a gas giant, native plants and animals balance the ecosystem by producing atmosphere, but even that isn't enough to support a fast growing civilization. The jellies are creatures of curiosity, which fuels their motivation for research, and their society promotes a balanced governmental authority. They tend to be avid traders and economists and are very welcoming, but their high atmospheric environment is inhospitable to most races, hindering tourism and immigration. Their terraforming methods are very effective, but their needs for atmosphere always put a damper on any terraforming effects. When colonizing a low atmospheric planet, they build bubble-like structures on the ground that rise into the sky as the planet's atmosphere increases. These bubbles need to be attached to one another so that jellies can travel inside of them, because they lack the technology to develop environmental suits to walk outside on those planets. The jellies also use different animals from their homeworld to collect resources and morph into structures.
Difficulty: medium
Production potential: average
Main building resource: atmosphere
Terraforming Potential: high
Economic potential: the best out of all races
Governmental potential: average
research potential: very high
growth rate: very high
Tourist potential: very low
Food and water production: the least efficient out of all races
Micromanagement needs at beginning of game: depends on the planet.
Colonist eats: atmosphere
Colonist entertained by: regular entertainment
building method: worker animals are morphed into structures and cannot be helped by other workers, this causes a slower build speed.
optimum atmosphere range: 10-100 mil
Colonizable atmosphere range: 0-100
4.) Snowmen
Description: A younger race, the snowmen live in smaller tribes and work together to expand their reach. They look like yeti with thick white fur, but don't let them fool you, they are crafty. They thrive in taiga environments where wood and snow abound, but they have difficulty working and moving in warmer environments. They were uplifted and given space travel technology by this LIS, but they were never given the technology to colonize planets that aren't within the 1 mil to 15 mil range. Their tribal form of government makes it hard for them to form a strong government and they aren't recognized as advanced enough to be taken seriously by most space-faring races. Some people even keep them as slaves to do their work. As a result, the snowmen are cynical and inhospitable toward outsiders and have trouble accepting anyone of another race into their society. They devote all of their time to gathering resources and materials for building up the colony because they long to be recognized as an official space-faring race. Their mass production plans require many many jobs though due to their primitive machines and buildings, and this race has average growth, so progress through the game will be slower.
Difficulty: hard-brutal
Production potential: high
Main building resource: wood
Terraforming Potential: average
Economic potential: the least of all the races
Governmental potential: low
research potential: the best out of all races
growth rate: average
Tourist potential: the least out of all races
Food and water production: average
Micromanagement needs at beginning of game: high
Colonist eats: food, water
Colonist entertained by: primitive and human-like entertainment
building method: built by workers/vehicles like xolarg and humans build.
optimum atmosphere range: 1-10 mil
Colonizable atmosphere range: 1-10 mil
4.) Ancients
Description: Those purple buildings that you see in every advanced colony; yeah, they came from these guys. The most advanced race in the game, most ancients see all other races as inferior to them and usually won't trade with other races unless they have to. This god complex makes them too arrogant to see their mistakes or to try to improve their technology and they are more than willing to invite outsiders from primitive races to bask in the glory of their technology. As the most advanced race, they are inherently the best at resource production. Their buildings are more autonomous as well, but the ancients only mate once a year, so they are the slowest growing of all races. Their government is pretty effective due to the use of more advanced technology to enforce laws, but providing entertainment will be harder since these people require more intelligent entertainment that usually costs more. Every ancient would love to live in a paradise, so terraforming is a higher priority, especially since the ancient can only tollerate a 7.5-12.5 mil atmosphere range is required for ancients to survive without protection.
Difficulty: hard-brutal
Production potential: the best of all races
Main building resource: ore
Terraforming Potential: high
Economic potential: low
Governmental potential: high
research potential: low
growth rate: slowest of all races
Tourist potential: average
Food and water production: high
Micromanagement needs at beginning of game: low, but slow growth rate means that game progress takes the longest.
Colonist eats: food, water
Colonist entertained by: more intelligent entertainment
building method: buildings warped in like reptilians
Optimum atmosphere range: 7.5-12.5 mil
Colonizable atmosphere range: 0-100 mil
6.) Tallorians/rock men
Description: As Sulfur-based lifeforms, the tallorians survive and thrive in the hottest places of the galaxy. Their rocky exoskeletons protect them from any envorinment, but they prefer a hotter, higher atmosphere planet like their homeworld. The wildlife and spectacular views on rock men planets attracts attention from tourism and the rock men make a killing off of novelties. The rock men promote a balanced government, terraforming, and research stance and they have a stellar economy, but where they have an abundance of attention and money, they lack in production and growth.They have a somewhat similar technology to humans, but they use less resources as they are not a production focused raced.
Difficulty: medium-hard
Production potential: low
Main building resource: regolith
Terraforming Potential: average
Economic potential: very high
Governmental potential: average
research potential: average
growth rate: low
Tourist potential: Very high
Food and water production: very low
Micromanagement needs at beginning of game: medium
Colonist eats: ore
Colonist entertained by: human-like entertainment,
building method: buildings warped in like reptilians
Optimum atmosphere range: 20-40 mil
Colonizable atmosphere range: 0-100 mil
So here are my ideas for races that could be put in the game. I can only include six because the poll only allows for six possible answers.
1. Automations:
Description: A Utopian sentient robot society whose sole purpose is to terraform worlds into beautiful paradises. They need less care than organic colonists, they have no need for a government since greed, deceit, and violence are not a part of their nature, and they only produce what they need to terraform the planet and survive as they give the rest back to their planet. They prefer to be an isolated society but warmly welcome and care for newcomers from other races.
Difficulty: Very Easy-easy
Production potential: the least out of all races
Main building resource: ore
Terraforming Potential: the most efficient out of all races
Economic potential: very low
Governmental potential: the least out of all races
research potential: average
growth rate: very high
Tourist potential: very high
Food and water production: the most efficient out of all races
Micromanagement needs at beginning of game: very little.
Colonist eats: power and small amounts of oil, new colonists are built from ore.
Colonist entertained by: Work, walking around when planet is between 5-15 mil atmosphere, research.
Building method: buildings are built by vehicles, same as humans and insectoids.
optimum atmosphere range: 5-15 mil
Colonizable atmosphere range: 0-100
2.) Reptilians
Description: A society built on honor for one's neighbor and zealous loyalty to the theocracy. These people are known for their vast uses of crystalline since a viable source of regolith, ore, and gold couldn't be found on their home planet. They synthesize the purest crystalline out of all races. The reptilians need less governing, but they can still build a very strong government unlike the automations. A more advanced race than humans, the reptilians build structures that are more autonomous and require less workers. Their honorbound and zealous disposition often prevents them from asking important questions though, which limits the amount of research they produce, and their technology and society allow them to function very well in all environments, which hinders their motivation to terraform even though they would still prefer to live in a hospitable environment. Because of the reptilians tendency to colonize planets with hostile environments, not many people want to move to reptilian worlds. The reptilians are not know for their capacity for trading and economics as they serve a theocracy, but they do need money to survive and trading is a means to an end for them.
Difficulty: medium-hard
Production potential: very high
Main building resource: crystalline
Terraforming Potential: the least efficient out of all races
Economic potential: average
Governmental potential: the best out of all races
research potential: low
Growth rate: low
Tourist potential: low
Food and water production: average
Micromanagement needs at beginning of game: low to moderate.
Colonist eats: food and water
Colonist entertained by: religion, fighting arenas, human-like entertainment
building method: buildings warps are started and left alone to build themselves as the vehicle does other tasks. This slows down build speed though.
optimum atmosphere range: 2.5-30mil
Colonizable atmosphere range: 0-100
3.) Jellyfish
Description: The Jellyfish thrive in high atmospheric conditions as they do not live on the ground but build their cities in the sky out of floating structures. The jellyfish survive solely on atmosphere instead of food and water. The jellies pride themselves in their various uses of atmosphere, but this drains the planet of all atmosphere eventually, so it's a race against time to develop the technologies and resources for adding atmosphere back to the planet. On their homeworld, a gas giant, native plants and animals balance the ecosystem by producing atmosphere, but even that isn't enough to support a fast growing civilization. The jellies are creatures of curiosity, which fuels their motivation for research, and their society promotes a balanced governmental authority. They tend to be avid traders and economists and are very welcoming, but their high atmospheric environment is inhospitable to most races, hindering tourism and immigration. Their terraforming methods are very effective, but their needs for atmosphere always put a damper on any terraforming effects. When colonizing a low atmospheric planet, they build bubble-like structures on the ground that rise into the sky as the planet's atmosphere increases. These bubbles need to be attached to one another so that jellies can travel inside of them, because they lack the technology to develop environmental suits to walk outside on those planets. The jellies also use different animals from their homeworld to collect resources and morph into structures.
Difficulty: medium
Production potential: average
Main building resource: atmosphere
Terraforming Potential: high
Economic potential: the best out of all races
Governmental potential: average
research potential: very high
growth rate: very high
Tourist potential: very low
Food and water production: the least efficient out of all races
Micromanagement needs at beginning of game: depends on the planet.
Colonist eats: atmosphere
Colonist entertained by: regular entertainment
building method: worker animals are morphed into structures and cannot be helped by other workers, this causes a slower build speed.
optimum atmosphere range: 10-100 mil
Colonizable atmosphere range: 0-100
4.) Snowmen
Description: A younger race, the snowmen live in smaller tribes and work together to expand their reach. They look like yeti with thick white fur, but don't let them fool you, they are crafty. They thrive in taiga environments where wood and snow abound, but they have difficulty working and moving in warmer environments. They were uplifted and given space travel technology by this LIS, but they were never given the technology to colonize planets that aren't within the 1 mil to 15 mil range. Their tribal form of government makes it hard for them to form a strong government and they aren't recognized as advanced enough to be taken seriously by most space-faring races. Some people even keep them as slaves to do their work. As a result, the snowmen are cynical and inhospitable toward outsiders and have trouble accepting anyone of another race into their society. They devote all of their time to gathering resources and materials for building up the colony because they long to be recognized as an official space-faring race. Their mass production plans require many many jobs though due to their primitive machines and buildings, and this race has average growth, so progress through the game will be slower.
Difficulty: hard-brutal
Production potential: high
Main building resource: wood
Terraforming Potential: average
Economic potential: the least of all the races
Governmental potential: low
research potential: the best out of all races
growth rate: average
Tourist potential: the least out of all races
Food and water production: average
Micromanagement needs at beginning of game: high
Colonist eats: food, water
Colonist entertained by: primitive and human-like entertainment
building method: built by workers/vehicles like xolarg and humans build.
optimum atmosphere range: 1-10 mil
Colonizable atmosphere range: 1-10 mil
4.) Ancients
Description: Those purple buildings that you see in every advanced colony; yeah, they came from these guys. The most advanced race in the game, most ancients see all other races as inferior to them and usually won't trade with other races unless they have to. This god complex makes them too arrogant to see their mistakes or to try to improve their technology and they are more than willing to invite outsiders from primitive races to bask in the glory of their technology. As the most advanced race, they are inherently the best at resource production. Their buildings are more autonomous as well, but the ancients only mate once a year, so they are the slowest growing of all races. Their government is pretty effective due to the use of more advanced technology to enforce laws, but providing entertainment will be harder since these people require more intelligent entertainment that usually costs more. Every ancient would love to live in a paradise, so terraforming is a higher priority, especially since the ancient can only tollerate a 7.5-12.5 mil atmosphere range is required for ancients to survive without protection.
Difficulty: hard-brutal
Production potential: the best of all races
Main building resource: ore
Terraforming Potential: high
Economic potential: low
Governmental potential: high
research potential: low
growth rate: slowest of all races
Tourist potential: average
Food and water production: high
Micromanagement needs at beginning of game: low, but slow growth rate means that game progress takes the longest.
Colonist eats: food, water
Colonist entertained by: more intelligent entertainment
building method: buildings warped in like reptilians
Optimum atmosphere range: 7.5-12.5 mil
Colonizable atmosphere range: 0-100 mil
6.) Tallorians/rock men
Description: As Sulfur-based lifeforms, the tallorians survive and thrive in the hottest places of the galaxy. Their rocky exoskeletons protect them from any envorinment, but they prefer a hotter, higher atmosphere planet like their homeworld. The wildlife and spectacular views on rock men planets attracts attention from tourism and the rock men make a killing off of novelties. The rock men promote a balanced government, terraforming, and research stance and they have a stellar economy, but where they have an abundance of attention and money, they lack in production and growth.They have a somewhat similar technology to humans, but they use less resources as they are not a production focused raced.
Difficulty: medium-hard
Production potential: low
Main building resource: regolith
Terraforming Potential: average
Economic potential: very high
Governmental potential: average
research potential: average
growth rate: low
Tourist potential: Very high
Food and water production: very low
Micromanagement needs at beginning of game: medium
Colonist eats: ore
Colonist entertained by: human-like entertainment,
building method: buildings warped in like reptilians
Optimum atmosphere range: 20-40 mil
Colonizable atmosphere range: 0-100 mil
So ive played my first base for a while, I play it offline because I started on a plane. I stayed offline untill I got all techs and pretty much finished the game, so I wanted to go online so that i can play the Zolarg or the other race with my main base as the charter.
My Problem is that after going Online you lose all your resources and since I dont have any crystalline for the crystalline reactor so they shut off and now my whole base has no power and im stuck with a "dead" Base and i dont know what to do now.
Any help would be greatly appreciated.
My Problem is that after going Online you lose all your resources and since I dont have any crystalline for the crystalline reactor so they shut off and now my whole base has no power and im stuck with a "dead" Base and i dont know what to do now.
Any help would be greatly appreciated.
That’s a good list you have there. Here are my thoughts:
Each planet should also have its own unique resource, but, that resource shouldn’t be vital to colony’s on other planets to progress. However, each of these planet-specific resources should give you a unique advantage over colonies on other planets.
For example, ether can only be collected from abandoned worlds in mc1, but any colony that collects it or buys it will be able to produce a lot of wood because they can build adv. tree farms, and yet it isn’t a required resource. So if we make a 3D abandoned world with ether, which would be awesome, ether should still be used to bring unique advantages to the user instead of being a required material to progress through the game.
Here are some examples of planet based resources:
Mars: rust - rust contains iron and oxygen. It’s also what makes mars’ soil look red. It could be used to make buildings that produce far more ore, oxygen, steel, and atmosphere than a player normally would be able to produce. You just have to extract it from the soil somehow.
Moon: Titanium - a very strong a flexible material. This resource could be used to build better defensive structures than normally would be possible.
Asteroid: iridium- highly heat resistant, this metal is often found in asteroids. It can be used to make better rare metal and complex material smelters. It could also be used to make thermal power plants if heat is going to be a factor in mc2.
Waterworld: sand/glass/salt - the most abundant resource on the planet, salt can unlock better food buildings. Sand, on the other hand can be smelted with ore into glass, which would unlock better microchip and commodity factories, it would also unlock more compact housing And utilities to help with the space challenges.
Forest: animals- native species of the forest planet. There are lot’s of uses for them, such as zoo’s for entertainment, livestock farms fir food, animal racing For entertainment and money, pet stores for money and happiness boost per colonist, and you could even use them as mounts, hunters, and defenders in combat.
Abandoned: ether - healing yet radioactive.l, this resource unlocks better organic resource production buildings as well as some unique entertainment buildings.
Ice: permafrost - a fictional material that eternally absorbs heat and emits light. It can be used in decorative lights and in buildings that need to produce light or absorb heat. For example: Any solar panels placed within a certain radius from a permafrost Shining tower will produce light, since ice world is dark. The permafrost shining tower needs heat to continue to work though, so a regolith burner could be added for basic heat and power, and crystalline can be gathered to make micromines like normal. You could also create units that deal cold damage to slow enemies with this resource.
Lava world: - ember shards/ obsidian - ember is a fictional resource that rapidly generates heat when either light or electricity is applied to it. It’s likely the cause for lava worlds superheated atmosphere. They say that ember is forged within the strongest of supernovas and is a death sentence to any planet it happens to land on. Therefore, it’s a useful heat source and can be used to make units that deal fire damage, which lower their defense. Ember can also unlock siuperior heat generation building in colonies that need more heat than usual. Obsidian on the other hand, should just be another resource only available on lava world, and should be used to make lava-proof buildings,
These are just examples, I’ll post a list of planets That’ll eventually and each of those planets will have more detailed ideas.
Each planet should also have its own unique resource, but, that resource shouldn’t be vital to colony’s on other planets to progress. However, each of these planet-specific resources should give you a unique advantage over colonies on other planets.
For example, ether can only be collected from abandoned worlds in mc1, but any colony that collects it or buys it will be able to produce a lot of wood because they can build adv. tree farms, and yet it isn’t a required resource. So if we make a 3D abandoned world with ether, which would be awesome, ether should still be used to bring unique advantages to the user instead of being a required material to progress through the game.
Here are some examples of planet based resources:
Mars: rust - rust contains iron and oxygen. It’s also what makes mars’ soil look red. It could be used to make buildings that produce far more ore, oxygen, steel, and atmosphere than a player normally would be able to produce. You just have to extract it from the soil somehow.
Moon: Titanium - a very strong a flexible material. This resource could be used to build better defensive structures than normally would be possible.
Asteroid: iridium- highly heat resistant, this metal is often found in asteroids. It can be used to make better rare metal and complex material smelters. It could also be used to make thermal power plants if heat is going to be a factor in mc2.
Waterworld: sand/glass/salt - the most abundant resource on the planet, salt can unlock better food buildings. Sand, on the other hand can be smelted with ore into glass, which would unlock better microchip and commodity factories, it would also unlock more compact housing And utilities to help with the space challenges.
Forest: animals- native species of the forest planet. There are lot’s of uses for them, such as zoo’s for entertainment, livestock farms fir food, animal racing For entertainment and money, pet stores for money and happiness boost per colonist, and you could even use them as mounts, hunters, and defenders in combat.
Abandoned: ether - healing yet radioactive.l, this resource unlocks better organic resource production buildings as well as some unique entertainment buildings.
Ice: permafrost - a fictional material that eternally absorbs heat and emits light. It can be used in decorative lights and in buildings that need to produce light or absorb heat. For example: Any solar panels placed within a certain radius from a permafrost Shining tower will produce light, since ice world is dark. The permafrost shining tower needs heat to continue to work though, so a regolith burner could be added for basic heat and power, and crystalline can be gathered to make micromines like normal. You could also create units that deal cold damage to slow enemies with this resource.
Lava world: - ember shards/ obsidian - ember is a fictional resource that rapidly generates heat when either light or electricity is applied to it. It’s likely the cause for lava worlds superheated atmosphere. They say that ember is forged within the strongest of supernovas and is a death sentence to any planet it happens to land on. Therefore, it’s a useful heat source and can be used to make units that deal fire damage, which lower their defense. Ember can also unlock siuperior heat generation building in colonies that need more heat than usual. Obsidian on the other hand, should just be another resource only available on lava world, and should be used to make lava-proof buildings,
These are just examples, I’ll post a list of planets That’ll eventually and each of those planets will have more detailed ideas.